| Credit: Technology Review | 
The change highlights the tension between gamers and game companies  regarding copy protection schemes. And it shows how companies struggle  to balance fears over copyright infringement and the demands of their  customers. 
Legitimate copies of games, like other pieces of software, usually  come with a unique code that unlocks it. But game companies are  concerned about rampant sharing of pirated games online and the speed  with which hackers can break ordinary "digital rights management" (DRM)  schemes.
Earlier this year, Ubisoft launched a game called Assassin's Creed 2  with a controversial new "always-on" DRM scheme. The game required a  player to be online so that it could check in with the company's servers  to verify that the gamer had a genuine copy. Some players grumbled  about the scheme before it even launched, and worried that the game  would be unplayable if the company's servers went down, or if players  didn't have a network connection. There was more trouble once the game  went live--Ubisoft's servers couldn't handle the load of players, which  meant that many people who had bought the game couldn't play it. 
Richard Esguerra,  an activist with the Electronic Frontier Foundation (EFF), says  tensions tend to erupt when a DRM scheme violates customers' sense of  ownership. "Gamers have an idea that if you bought it, you own it, and  that's what's being violated here," he says. 
Esguerra says an "always-on" DRM scheme can unfairly affect those who  live in rural areas and lack consistent connectivity. He adds that such  DRM schemes can render a game worthless if the company behind it goes  bust or decides to stop supporting that title. Some games, such as World of Warcraft,  need a connection to provide integral features. But Esguerra thinks  players are offended when the connection isn't essential to the game  play.
Russ Crupnick, vice president and senior industry analyst for NPD  Group, says the intricacies of DRM technologies don't matter to most  consumers unless the system gets in the way. The key for companies, he  says, is to find a system that's unobtrusive. 
Ferdinand Schober, a graduate student in computer science at Georgia  Tech who previously worked at Microsoft on the popular games Gears of War and Halo,  says some companies are pursuing ever more restrictive DRM. One  possibility is "executable content"--forcing players to download new  pieces of a game as they progress through it. He says that hints on  forums and in game code have led him to believe that companies are  experimenting with this technology.Ultimately, Schober says, companies are moving toward a model where  hackers wouldn't just have to break through protections on a game,  they'd also have to crack company servers. The unfortunate consequence,  he says, is that it's getting more difficult for legitimate gamers to  use and keep the products they buy.
But there are alternatives to DRM in the works as well. The IEEE  Standards Association, which develops industry standards for a variety  of technologies, is working to define "digital personal property."  The goal, says Paul Sweazey, who heads the organization's working  group, is to restore some of the qualities of physical property--making  it possible to lend or resell digital property. 
Sweazey stresses that the group just started meeting, but he explains  that the idea is to sell games and other pieces of software in two  parts--an encrypted file and a "play key" that allows it to be used. The  play key could be stored in an online bank run by any organization, and  could be accessed through a URL. To share the product, the player would  simply share the URL. Anyone with access to the URL could claim the  play key for himself, Sweazey says, meaning that users would be unlikely  to share the URL on the open Internet. 
Game makers are exploring other ways to encourage players to buy  legitimate copies of a game, or to make money without relying on selling  legitimate copies. These include adding special features that can only  be accessed through official versions, and providing downloadable  content for legitimate copies that expands a game's story or adds  additional side quests and characters. Some games, such as those that  run through Facebook, like Zynga's Farmville, are free to play but earn  revenue by selling virtual items within the game. 
Some game companies use copy protection that experts agree protect  content effectively without restricting players. Schober and Esguerra  both point to the DRM used by Valve's Steam,  a site that sells downloadable games and allows online play. Schober  notes that Steam is designed to be simple to use--gamers can download  files ahead of release, and when the game becomes available, they get  the codes needed to unlock them. This avoids situations such as the  pounding that Ubisoft's servers received at the release of Assassin's Creed. Artikel source: http://www.technologyreview.com/business/26092/page1/
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