Digital Ownership: Why we lost today

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taciturnCandid

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Dec 1, 2010
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Today there seems to be a sentiment that a great evil has been slain. Alas! The evil DRM has been defeated! HURRAAAAAAAAH! Let us celebrate in triumph about how we now have the right to do whatever with a disc that we want!


Or it seems that way on the surface. But what is lost is something that we didn't have yet. Something that is desperately needed in an increasing digital world where discs are mattering less and less. Increasingly games are bought through non-physical means.

Entire things like steam and origin run purely on digital content and have no physical media support. Many games are now sold only by downloading off of playstation network or xbox arcade.

But games purchased this way have a severe flaw. You have no ownership of the game. You have a licence to play it, but you do not own it.

Can you pass on the license of a digital game after it has been played?

No.

Can you trade in a digital game that has been used?

No.

Can your friends access your digital games?

No.

Can I remove my ownership in any way?

No.

You do not have any consumer rights over digital games at all. You only can play games that you have bought...unless your account is banned. Then you can't play them at all.

So here enters the Xbox One previously. Here in a market where you have no rights over digital games they wanted to do something new. Something fresh. They were going to give you a chance to actually have consumer rights over digital games for once. For the first time you were going to be able to sell a digital product and to share it with people.

Part one: Sharing

Enter the family plan. When you bought an xbox one game, you recived a digital version of it. Essentially you did not buy a physical copy, but a digital copy with a data on a disc to install it if you had a shitty internet connection. This digital version was added to a library which is accessible to you AND ten people who you mark as family. As soon as you activated that digital version, any one of those people could access it. Any one of them could download it and play it. These people could be made up of anyone around the world. As long as you have known them for 30 days, your library would be accessible if they were tagged as your xbox family.

Of course, there were restrictions. The maximum people playing a copy would be limited to the owner and one family member. Two family members couldn't play the same copy. You as an owner would be able to at any time play your game and would never be restricted from playing because someone else was playing. I again repeat that one family member could access the game the owner was playing.

That means you could buy one copy of halo and then message your good friend Timmy. You would access your game and then Timmy can access your copy at the same time and PLAY WITH YOU. That meant that when you bought a game, other people you know can hop into multiplayer with you without having to buy a copy.

Now the same could happen with your friend Bob. But since Bob and Timmy are family members, Bob and Timmy can't use the copy in your library to play with eachother. But you can play with either Bob or Timmy as the owner.

The games you owned were shared with 10 friends. You essentially could let any one of 10 friends borrow a game and multiples can borrow different games at the same time.

Bob can play your version of CoD while Timmy plays Halo with you. You had a digital copy and you had a choice in being able to share that content with others. For once your digital copies could be shared!

It didn't stop there even. You could once per license transfer the license, making one of your friends an owner. Then he would share it with his family. That means that you can buy a game and 10 people would have access it, and then if you transfer it, up to 18 people would have had access to the full game in its lifespan!

Sure the licence could only be transferred once, but it has reached playability by a huge amount of people by the time it can't be transferred again.

Part two: Selling

Since you bought a digital game, you would need some way of deactivate the game to sell it. If you don't deactivate it, you would be able to sell a game and make money off of it while still being able to access the game still. Which isn't fair at all as when you sell something you are supposed to relinquish control over it.

You were going to be allowed to sell your digital license in exchange for money. You then can purchase a licence for another game, even with a used disc. This ensures that you have the right to sell games while at the same time ensuring a way for developers to get money off of every purchase due to having to generate a new license.

You won because you could sell the game and get money back from something you played.

The developers won because a new license meant they got money from it.

Everyone won. Except companies like gamestop because they don't get as huge of a cut anymore due to restrictions on pricing.

For the first time you could sell digital content. This is important because a main part of consumer rights is the ability to sell the things you have.

Part three: The DRM

Oooooh. Time to get to the scary part. The part that was so feared. RESTRICTIONS ARE EVIL!!!

Or not? Digital rights management can be a way of empowerment! It can be a way to ensure ownership and lost of ownership. Sharing and selling of digital content is impossible without digital rights management.

Is it inconvenient? Sure. In some cases it can lock you out of your content becuase of bad circumstances or from abuse.

In bad cases it is used to restrict people from playing to protect against pirating.

But not all DRM has to be bad. And in a second I will evaluate why the DRM that the Xbox One had was actually a good thing.

Because the Xbox One was a digital console primarily, that meant that the physical disc wasn't that useful. It was a way to download the data needed to play a game. Based upon the family sharing, your library was what you used to play your games, basically the same as steam.

Because of this, it is necessary to ensure that the person who is playing a copy of a game actually owns it. Since you didn't need the disc to play at all and 10 people can access it the same time, it changed the nature of the media.

The way it was set up, if you sold the disc without selling the license, you and 10 people still had full access to the game. This is the other side of selling, in that you lose access to something when you sell it.

It isn't fair at all to allow you sell something and still access it. It breaks the whole disadvantage of selling if you still have full access to the content.

To protect against this and to allow this sharing to work, the way a disc works had to change.

Normally in current games the license to play a game is tied to a disc. When you remove the disc you remove the license to play it. You no longer have access to the data.

But in the Xbox One's case, the license would be tied to an account, allowing for the playing without a disc and to share the data without a disc.

That meant that you had to activate the data on your account before you could play it. Otherwise you can play games you don't really own. And that isn't fair at all.

The other part was the once a day check in. This was vital as well to ensure that you still owned the game. This allowed for you to sell the license because it would update your library so that way you or other people can't access the sold game.

Without the check, someone can sell a game and then keep playing the game as long as they never went online again. You could essentially buy a whole bunch of games, activate the licenses, and then return them and still play them. Without a way to check in, it would be easy to abuse and would make the whole system impossible.

And again, you would be limited to who you can sell it to because you need someone who can transfer your license to the game. Your physical copy didn't matter and what mattered was the digital license.

Is it a pain to have the DRM? Yes. But can it grant you more rights to your content? Yes.

Part four: Speculation on what could have been/

What this all sets up is not only a way to sell the discs, but the purely digital copies as well. The ones bought online and not through a store. It would mean for once you could share and sell the digital content you bought digitally and not just a physical content. It would be the first rights to purely digital content.

If it had been successful, Valve, Sony and EA would be forced to re-evaluate how they handle digital content. They would have to contend with someone who offered the ability to sell purely digital content and to have a much greater sharing system.

But now there will be no encouragement for Valve, Sony, or EA to change.

Even worse is Nintendo who ties purely digital content to a system and not an account with no way to sell it.

There will be no progress on ownership of purely digital content. There will be the pure restrictions of one at a time playing of a physical content. If you buy a game, you can't instantly share the multiplayer with a friend to both play with them and give a chance for them to try the game.






Congratuations gaming community. Congratulation in killing the first progress in changing digital content ownership. Feel good now?

I'll be mourning the loss of change over here.
 

SajuukKhar

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taciturnCandid said:
But games purchased this way have a severe flaw. You have no ownership of the game. You have a licence to play it, but you do not own it.
Congratz, this is pretty much how all media has been since the late 80's, digital or not. No one ever has, or ever will, "own" media they bought.

DRM wouldn't have changed anything at all. Valve/Sony/EA wouldn't had to re-think anything. the only difference is that we would have had more DRM then needed,
 

taciturnCandid

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SajuukKhar said:
taciturnCandid said:
But games purchased this way have a severe flaw. You have no ownership of the game. You have a licence to play it, but you do not own it.
Congratz, this is pretty much how all media has been since the late 80's, digital or not. No one ever has, or ever will, "own" media they bought.

DRM wouldn't have changed anything at all. Valve/Sony/EA wouldn't had to re-think anything. the only difference is that we would have had more DRM then needed,
But you would have been able to sell digital games for once! Isn't that something? You could have lent and sold digital content!

Now we have nothing. No progress at all
 

shrekfan246

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May 26, 2011
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taciturnCandid said:
I'll be mourning the loss of change over here.
Not all change is for the better.

I, for one, will be feeling good, because the day consoles move to an entirely digital system is the day I stop playing games on them. Oh, sure, I tolerate it on my PC because there's little alternative anymore outside of really high-profile titles like Blizzard games, Bioshock, Dishonored, etc.

But one of the perks of a console to me is getting to hold that case, getting to feel the disk and flip through the manual (which have tragically become little promotional sheets instead of actual instruction manuals in the past seven years), slipping it into the system and watching it light up as it loads up to the main menu. Downloading something and booting it from a data file doesn't give me nearly the same satisfaction.

If I have to 'give up rights' for digital ownership, so be it. In fact, fuck it, because I never trade in my games to retailers and have practically nobody to share them with in the first place, so all of those supposed perks of digital ownership wouldn't actually be perks to me. The only way I would count it a loss is if Microsoft were actually giving the consumer complete control over their digital goods with the system they had previously had implemented--Which they weren't doing. Microsoft was still at complete liberty to tell each and every customer to fuck off and rip access to their entire library away from them. That's not digital ownership. That's digital renting. The ability to share or sell the digital copies back wouldn't change that.
 

SajuukKhar

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taciturnCandid said:
But you would have been able to sell digital games for once!
No, you really wouldn't, the scenario you proposed wouldn't have led to purely digital games being sold.

Purely digital content CANT be sold, because the entire concept of trading and selling only works with physical objects because they can deteriorate, thus preventing people from being able to trade it forever.

Digital product selling only works if they slapped some sort of artificial "you can only trade this X times before it blows up" system, and people would be bitching about that the same way they did with digital books.
 

Dirty Hipsters

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taciturnCandid said:
SajuukKhar said:
taciturnCandid said:
But games purchased this way have a severe flaw. You have no ownership of the game. You have a licence to play it, but you do not own it.
Congratz, this is pretty much how all media has been since the late 80's, digital or not. No one ever has, or ever will, "own" media they bought.

DRM wouldn't have changed anything at all. Valve/Sony/EA wouldn't had to re-think anything. the only difference is that we would have had more DRM then needed,
But you would have been able to sell digital games for once! Isn't that something? You could have lent and sold digital content!

Now we have nothing. No progress at all
Yes, it would have been one step forward and two steps back.

It would have been nice to be able to sell, trade, and share digital content, but not at the expense of having no rights over physical content. And since Microsoft wouldn't even tell us anything definitive about how any of the digital purchases worked (trading, selling, etc.) people weren't about to give up having complete control over their physical copies of games for maybe having some increased control over digital games.

I'd say we made the right trade off.
 

BlackMageBob

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I'm really disappointed about this too. Digital Rights Management would've meant something besides archaic restrictions.

Looks like Steam is going to pick up the torch, though. PC Gaming Master-race, lighting the way yet again.

http://www.neogaf.com/forum/showthread.php?t=595606
 

unstabLized

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If it makes you feel any better, there's a rumour going around that Steam might bring game sharing, which I'm pretty excited about.. So there's that..
 

Lilani

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taciturnCandid said:
Can you pass on the license of a digital game after it has been played?

No.

Can you trade in a digital game that has been used?

No.

Can your friends access your digital games?

No.

Can I remove my ownership in any way?

No.
So basically we've lost nothing, then. We haven't gained anything, but haven't lost either. Because as far as I know, few to none other digital services offer any of these features. So I think it's a bit unfair to call this a loss. It just isn't a gain.
 

Saltyk

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Yeah, and this seems like it all belongs on PC. Not a CONSOLE. Consoles, are meant to be easy, cheap, and user friendly. XBone was none of these things. And no one knows anything about the details of these plans.

The online requirement would prevent a large number of people from ever getting to enjoy ANY of these games. Isn't that a far worse crime? As much as people here love PC gaming, how many of us started with a Nintendo or a Sega Genesis? Systems that plugged in, popped a game in and played. No restrictions. No requirements. Just gaming bliss.

DRM is how developers and publishers take away your ownership of your game. PC users accept this as they have little choice. It's been engrained in the culture forever. Console gamers can resist it, though. We don't have systems that are expected to be online. In fact, a large number of PS3's and 360's never connected to the internet.

The ability to hand your game to a friend who can freely play it is a plus. How many of us borrowed games from friends growing up? Or would let a game go through the group? Sure, you can argue the share feature allowed that "with ease", but, once more, what of those without reliable internet? What about school kids, who probably aren't (or can't) going to list their school mates as family? Wouldn't sharing the physical game be better and simpler?

So, thank you. I accept your congratulations. A horrible stain on console gaming has been avoided. I don't buy consoles to be shitty PCs. I buy them to be consoles.
 

DANEgerous

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BlackMageBob said:
I'm really disappointed about this too. Digital Rights Management would've meant something besides archaic restrictions.

Looks like Steam is going to pick up the torch, though. PC Gaming Master-race, lighting the way yet again.

http://www.neogaf.com/forum/showthread.php?t=595606
You know I almost wonder if this was sparked by this whole Xbox rage, being pissed at consoles may have given life to PC... that is kinda odd but absolutely wonderful.
 

sethisjimmy

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I agree with you to a certain extent. I think the option should still be open to allow a sharing system with digital media. The sign in and out method isn't the most graceful solution to the problem, but it is A solution, and one that keeps the publisher happy because it allows only one person to use a game one person paid for at a time, and it keeps the user happy because the option is always there to let a friend try a game out.

That being said, I feel like this is one tiny point of contention among a huge reversal of bad decisions. Microsoft is going with the standard method of digital media. At least they aren't taking a step back like with their previous decisions on DRM.

Personally, I see the advantages of digital media over physical, and not being able to share/sell a game is just a tiny disadvantage when I look at the convenience, accessibility, availability, price, storage, etc associated with digital downloads.
 

Something Amyss

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taciturnCandid said:
Now we have nothing. No progress at all
I'm not willing to give up a bunch of other things for a slim ray of "progress." If you want to, more power to you, but we only "lost" something attached to heavier losses.

You lost me at "drm is empowerment" anyway.

Yes, but not for us.
 

Foolery

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You know what? No thanks. Keep that shit on PC where it belongs. The DRM that Microsoft was proposing totally nullifies the point of a console. Easy access, used games, full functionality offline. We lost nothing. I'll take this as a win. And still not buying the Xbox One.
 

Aircross

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I don't think owning a physical copy of a game automatically means that you own the actual game...

...unless it states so on the end-user license agreement.
 

shrekfan246

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Aircross said:
I don't think owning a physical copy of a game automatically means that you own the actual game...

...unless it states so on the end-user license agreement.
The difference, at least on a system that completely works while offline, is that while the system and game are both working, there's nothing the publisher or console manufacturer can do to revoke my ability to play said game. It's not a perfect situation, especially if said system or game do stop functioning for one reason or another, but it's better than being at the mercy of some nebulous overlord who cares naught for more than your money and has the ability to make your entire library redundant with the press of a few buttons.
 

Dryk

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There's no reason they can't still do that for digital-only games. They're just not.
 

Bellvedere

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Being able to share games and the loss of complete reliance on discs were really wonderful features of the new xbone and leagues better than what the competition was offering (without considering any of the controversial "side-effects". Since MS confirmed that gamers would not lose their library after servers were shut down (can be taken as seriously at least as Steams guarantee), and that games (purchased physically) could still be traded and gifted, the only thing that really concerned me about the xbone was 24 hour check in. When I buy a console, it is with the hope, if not the expectation that I will be able to use that console for the life span of the generation at least. The 24 hour check forces people to make assumptions about the availability of an internet connection wherever they go in the next 5-10 years, which is kind of a big deal. That's if it doesn't already rule you out from launch.

Up until recently I had moved house pretty much once a year, each time we were without an internet connection for a month+ (the combined effect of somehow none of these places having a connected phone line and moving just before the holidays). Both times Steam's offline mode screwed up (the first time, about two days in, it decided that it needed to be logged in again, the second time every game decided it needed an update and kept prompting me to log into online mode). I was pretty annoyed with Steam, and would prefer a service/device that wouldn't suffer the same problems.

I'm really sad to see the shared libraries go, though I'm more comfortable without the check-ins. It would have been nice to see some sort of compromise where registering games and check-ins were optional in order to receive the online benefits, but the disk could still be used to play offline, regardless of whether the game was registered or not. If the clever kids over at MS work out a way to do this at some point in this console's lifespan, I'd be delighted.
 
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that's kind of why i'm supporting places like GoG as much as I can (recently spent over 30 bucks on it..)

yeah it isn't perfect and i really doubt that it ever will be, but it doesn't mean we can't fight the good fight and all for consumers