To Pirate or to Protect: That is the Question

on May 20, 2012 3:30 PM

To the delight of gamers across the globe, many of the larger gaming companies in the market today are contemplating the true usefulness of DRM. Customers have always complained about the DRM, and sometimes rightly so; although it has good intentions, it also has a tendency to perform game-breaking antics, the likes of which were experienced with the recent Diablo III release (error 37, anyone?). Although this is no indication that the gaming industry is simply giving up on preventing pirating, it may indicate a change in thought on how this delicate issue should be handled. Preserving the integrity of a game and giving cash where it’s due is undoubtedly A Good Thing, but how can this be accomplished without screwing over the gaming community?

Marcin Iwinski, CEO of CD Project Red, recently commented in an interview with Forbes:

Gamers download [pirate copies] because it’s easy, fast, and, frankly, costs nothing. If they like the game and they start investing the time, some of them will go and buy it. This is evident in the first Witcher, where the total sales are 2.1M units at present and the game is still doing well, although it is already 5 years old.

Iwinski makes a strong case for the abandonment of DRM. CD Projekt Red had adopted RIAA policies in the past as an alternative, but backlash from leagues of fans forced them to drop the changes and simply stop using DRM and RIAA policies altogether. Fellow giants like Blizzard, however, show no signs of stopping DRM,  even with devastating bugs and errors plaguing its wake. Whether or not CD Projekt Red’s precedence is followed is yet to be seen.

 /  Staff Writer (Weekends)
Short, bit of a nerd, superhero in my spare time (don't ask me which one, I need to conceal my identity).