The Answer To Gaming Piracy Was Perfected Over a Decade Ago
14 Sep
The Spore DRM debacle is still making press with the latest story coming from TechCrunch. One phrase that really rang true to me was Erick’s argument that the legitimate version of a game should never be more hobbled than a pirated version – so true!
There is a lesson here for all media companies. Whether they are producing videogames, movies, or music, adding DRM won’t stop piracy. The best way to stop piracy is to hobble the pirated version, not the official one.
Easier said than done, right? No, not really – this concept was pioneered and perfected over a decade ago by none other than Blizzard Entertainment with the release of Diablo 1 and battle.net (bnet). If you’re not familiar with bnet, it was a network integrated into Diablo that managed all of it’s multiplayer interactions (minus LAN). It opened up a whole new, exponentially more valuable gaming experience because it was the first mainstream game that made the social interactions that we all take for granted in gaming today easily accessible! The game was ‘complete’ without battle net, but the entire experience wasn’t.
How did they combat piracy? A valid CD key was required to get on – that’s it – no crazy DRM scheme, no limiting installs, none of the stuff Spore is getting a lot of flak for. And people bought the game like crazy because no self-respecting gamer played Diablo alone! (I mean alone in the macro sense, i.e. in the context of bnet).
So, am I saying that every game developed today should have a valuable online component? That solo gaming is a thing of the past and developers should be expected to provide multiplayer experiences with everything they develop? Yes! If the game industry wants to prevent piracy, then yes, the internet is the answer. Ironically, the internet is also the reason piracy has become so prominent.
