This post needs some trimming, so I'll try to cut to only what I want to reply to, leaving anything I agree with or that's been covered well enough by others (like WS) on the cutting room floor...
Grench said:
This is where my idea of having OpenPandora directly sell registered 16GB and 32GB SDHC cards - anything you buy from their store could be linked to the card's presence. This is only if the content provider demands it - IMHO it is the content owner's decision. Being able to allow the content provider DRM if they choose might open things up a bit. If OpenPandora decide to sell games through a Pandorappstore or the like - they should leave it to the content owner whether or not they want DRM linked to the item being sold. I.e. if you develop a game and don't want DRM on it - more power to you. This is unlike the Apple store that, if I understand it right, places DRM on everything without choice.
I admit it's an interesting idea, sortof, but still with some of the evil inherant in all forms of DRM deeply embedded within it - and I really do mean evil. For example, SD card failure. Or you buy a 16GB card from OP then end up with 17GB worth of games...so you need to buy two SD cards or buy a new 32GB card and arrange to be able to transfer the license and... you end up with OP having a very proprietary and essentially non-open scheme that is open to both abuse and simply cessation of service. Oh - and having to pay again if/when the card dies (which SHOULD be less likely on a card you almost never write to... unless of course they get written to a lot by the applications) and... it's a mess.
I'm with Stan in that there's a difference between allowing developers to use DRM if they so choose (and suffer the costs with seemingly no commercial benefits, so far as we can determine) and actively promoting a single core OpenPandora-provided DRM. I'm not QUITE as militant as Stan in as much as I'd still buy the Pandora (probably), but I would be quite unlikely to buy any of the DRM-protected software, just because it leaves a bad taste in the mouth. It also tells me something I don't like about the developer when they charge me (as part of the development costs of the game I buy) to limit my freedoms. to me, personally, it doesn't speak highly of their intelligence or their attitude. It's like... OK, it's like drug pushing IMHO. Drugs don't do my kids any good, and they cost money. I equate encouraging OpenPandora to get invovled in managing DRM for publishers very much to encouraging someone to become a drug pusher.
And I'm more easy going on the topic than some! LOL.
Grench said:
Cheap and good are relative terms that combine to mean 'high value'. I WANT someone to develop applications that are so good they make me grumble about spending $50 because I want them so badly. If someone develops something of that level of quality I would expect them to want to somehow protect it from unauthorized use.
I think Pandora MAY be the wrong platform for that, for a simple reason that my wife loves about my GP2X F-200. When we got it, I was shopping around for something that would let me play games anywher eI like - ideally some newish games and some older, emulated games. Favourites like "Frak!" and "Exile" and my beloved Asteroids game (it was called "Meteors" on the Beeb) and so on and so forth. A PSP was a serious contender, esp. with a new AVP game due out around that time IIRC, as was a DS I suspect, but we looked at the games available, the price of the console and games, and went for the GP2X. Not because it was cheaper outright (I honestly don't recall) but because we considered the cost of the console PLUS a years worth of games for each solution. Since for the GP2X I already had most of the games I intended to play, and the remaining software was free or cheap, the game costs were minimal. So it is with the Pandora. OpenPandora are being critisised elsewhere for producing a console which is too expensive, because it's being compared to a PS3 or a PSP or whatever - but OP don't knock out the hardware cheap to make their money back on the software (for the most part) - they are hoping to make profit on the hardware itself (eventually).
A Pandora plus games will cost me more than a GP2X plus games mostly because I hope there will be more commercial software for it (I'm tempted to buy a Pandora version of another of my old favourites, for example, QWAK). But the moment it starts looking like the games are the same cost as for a PSP, it's lost its competitive advantage (or a whole bunch of it) and really WOULD start to look expensive.
The Pandora convinced me it's worth $330 (or whatever I paid for it - including spare battery and dev fund donation and carry case and whatever else) partly because in essence I'm "pre-buying" some free software.
Yes, I made a blind dev fund donation too. It wasn't much, and it's to a good cause - people writing software for my hardware. This isn't primarily a "pirate site" AFAIK, but a homebrew/retro/emulation site (yes, I know a LOT of the emulation must be on dodgy ground, but I can't be the ONLY boy scout left in town!). To me, the very existence of the dev fund - and that multiple people have donated to it - spells out a huge difference between this community and an "eMule" or "torrent" or (whatever) community. This isn't about "file sharing" or any other way of avoiding saying "piracy" - it's about some smashing retro gameplay (before gloss took over from gameplay, for a few years) and homebrew. Homebrew... where many people in "the biz" started out.
Undoubtedly there is a significant percentage here that download ROMs illegally - but there's also, I truly believe, a significant percentage of folk who "do the right thing" - and if "paying forward" by donating money before you even know what software will result isn't a sign of a difference between here and a file sharing community, I don't know what would be!
I am not, for example, entirely sure that a BBC emulator will be available for the Pandora from day one. If it isn't, I shall be sad for a bit, but that's life.
Grench said:
If the content providers demand DRM of some form, and we want their content, there will always have to be a compromise. If you have a better solution that doesn't drop the programmers and developers sweat and tears in the gutter for random people to pick up without paying for, I'm sure we'd all love to hear about it.
No need for a compromise - and vendor who insists on DRM is free to develop it. But if you want an alternative...
Not a problem. Based on numerous bits of research I've read over the years (and being in the "IP industry" myself), quite simply, don't develop, buy in, or use DRM. This will lose very few if any sales, cut costs, and so increase profitability. Unless your game appeals to people like Stan and I, in which case they'll also get extra sales which means even MORE profitability. Their products will also be AT LEAST as stable/reliable, AT LEAST as fast, and take AT MOST the same time to download and AT MOST the same amount of hard drive space to store... but from experience they will tend to be more stable, faster, and smaller.
That's simply it. The whole solution. Don't do dru... erm, DRM. They can embed my like a watermark into the binary they send me if they like. Easier still, they can provide me with a "key" which acts agsint my name to unlock the game (and each "key" works only agains the customers name as provided by the software vendor, to avoid duplication) and so on and so forth. I have no problem with that if they want to - it might even help catch the occasional pirate. Provided it's robust and doesn't rely on something that will later be removed (like an activation server) or install rootkits or the like we should be fine. But time and time again it has been demonstrated that DRM (the new fancy and extended version of Copy Prevention) does not prevent piracy. It does not stop criminals. It does NOT excuse treating customers as criminals first, assumed guilty because they want to pay for software.
They can pay me half what they save in not using DRM and I'd be a happy man
Grench said:
Again, I see it as a personal property choice. The developers choose how and under what conditions they are willing to share the results of their labor. If they see it as necessary to have DRM + $$ or no DRM + $ or free, that is their choice. As long as OpenPandora does not require DRM for all programs on the console, it remains open. By allowing content providers to use DRM if the providers so choose, that makes it MORE open.
I'm a TAD confused because software authors can use or not use DRM as they see fit. They don't need us (or OpenPandora) to tell them to do it, or provide a way, or promote it as something we should embrace/allow/aide and abet. The built-in SD DRM measure is available to them regardless, as is the option to write their own or pay for some of the commercial rubbish. I agree completely that it's their choice to do so - but I see no need for OpenPandora to get their hands dirty with it. They don't have to sully themselves with it, at all!
Grench said:
Monk said:
Therein lies part of the rub. From certain ways of examining the whole copy protection industry, the customer - the legitimate customer - is ALWAYS the one who is worse off. Sometimes (rarely) the developer suffers, but mostly it's the legitimate customer. Certainly not the pirates.
I agree with you on this. In a perfect world everyone would be a Boy Scout and DRM wouldn't be worth the effort.
But since you seem to agree that it's usually the legitimate customer who suffers (and I HAVE lost some "Imagine" titles for the speccy due to inability to backup the tapes before they died, and lost work due to crappy PACE DRM software killing the app I was producing work with) how is DRM ever "worth the effort"?
Oh - and I DID join the Boy Scouts as a kid. I think I went for about a week before I decided it wasn't for me
they were too clean and squeeky (actually, oddly enough, it was the first church visit that did the boy scouts in for me!)
Grench said:
Monk said:
Yes, it is. DRM is inherantly evil. It inherantly restricts the usage by honest paying citizens, however lightly handled. There is lots of evidence to show it does little or nothing to stop the pirates.
Right on the effect. But it leaves a trail of intent - that can sometimes catch the pirates. Very very rarely.
You can probably do that without running any DRM software. Details would likely be as specific and complex as for DRM, but there's a huge difference between marking files to catch thieves and running software on my computer that is to my detriment. But even if we forgoe it, I don't find "Software House X's" ability to catch a pirate very, very rarely to be worth DRMing every one of their legitimate customers.
Grench said:
Wow. Nice shed. I have shelves full of old 5.25" floppies of DOS apps that I'm looking forward to fiddling with in DosBox on the Pandora myself. Fun stuff.
I can't find my 3.5" "Lemmings" floppies yet. I've found some 5.25" ones (the box reveals it came with both!) but I don't have a 5.25" drive to hand. I'll sort it though, eventually! Probably by installing a 5.25" drive. There should be a copy of "Stellar 7" around somewhere too though... more hunting to do! I've probably got FAR too much stuff in the loft to be honest - it's a bit of an Alladin's cave full of books, software, computers (ones too old to have in the main house based on size/functionality ratio) jigsaw puzzles, packing material. Well, it can't ALL be good stuff!
Grench said:
The crux of my argument is that a DRM solution should be made available to those content providers who demand it - It should NOT be required for all content. Give the property owners a choice so we don't have to leave any behind.
No - no, it shouldn't. No-one (least of all OpenPandora) should spend time developming a DRM solution for game vendors - they are free to develop it for themselves, for any platform. On the Pandora, they can use the SD DRM if they want to (and lose sales to people who are anti-DRM - which I warrant is a fair proportion of this crowd, at present). Most of the titles you'd recommend as good example sof "WOW" games - do they happen to be PC titles? Who developed the DRM? I'm pretty sure it wasn't IBM, or even the PC manufacturer. Probably either the software house that wrote the game, or someone like PACE. Who sell DRM products like Interlok, that was used so successfully in the "Poser 5" product that customers were downloading cracked copies so that they could use Poser - because the DRM made it quite flakey. DRM was removed from Poser 5 (and AFAIK hasn't been reintroduced to the product line since) as a "stability upgrade".