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9/16/2015 12:35:30 AM
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No, the local license allows anyone on the console to use the content, same a buying a physical (disc) copy of the game.
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  • Edited by Wagsman1: 9/16/2015 2:09:48 AM
    But the local license does not apply to protected content which requires media usage rights via the system license. [quote]Digital Rights Management (DRM) technology is used by content providers, such as Xbox Live, to control how digital game and video files are used and distributed. Xbox Live sells and rents DRM-protected videos, games and add-in content that are covered by media usage rights that allow specific uses of that content. When you purchase content, you receive a licence to use that content. The licence has two parts: the system licence and the local licence. The system licence applies to the gamertag that purchases the content, and the local licence applies to the console where you first downloaded the content.[/quote] In this case, Destiny is protected content which requires the media usage rights or license to play. That license is tied to the gamertag/account that purchased the game(s).

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  • I have never bough a game that requires a Key Code to unlock content. I believe some of EA's games like Battlefield required that, but because of this I never bothered with those games. I suspect that once you enter the code you get a Local and System license for that game, so anyone else on the console can use the online component, but once you sell the game the next owner can't. This kind of DRM was to give the publishers the ability to sell the "online keys" to subsequent owners of the disc, so they can get a little revenue from the aftermarket game business.

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  • Edited by Wagsman1: 9/16/2015 3:59:33 AM
    So you have seen key codes in the past, and I said in another thread, that selling keys at a reduced price could be a potential "fix" to this. Allow people to buy 1 copy of the game, and then allow individual accounts to buy "keys" to that copy. You could further limit it by providing a limited number of keys to each copy. So a dad could buy a copy of the game for himself, and then give his kids the two keys that come with the copy. the kids then log into their accounts and enter the key which allows them access to the copy of the game, and then they pay a fee granting them media usage rights to that copy in addition to the dad, and bam everyone wins.

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  • Yeah, but I still don't agree with you about the publishers right to invalidate the local license. What I have seen is publishers selling a single player game on disc, and including a free multiplayer key with the package. I believe this key is still a local license for the mp portion, not a system only license. But as I said I have no experience with this because it's a crap move from the publisher.

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  • And some games came with a single key code to prevent disc sharing. [b] This concept is not new[/b]. What is new is the fact that we have moved from discs to digital, and now the industry is moving to protect their copyrights in the same fashion. Some games allow gamesharing as a way for people to try before they buy. Each developer makes that decision. With year two Bungie is doing away with that, and going to one account per purchase. They have the right as the developer to distribute their content as they see fit. What's left to decide is whether or not consumers agree with this. Only time will tell. But Bungie is not the first, and they are definitely not the last to tie content to individual purchasers.

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  • I'll disagree with you here. Microsoft Digital DRM licenses are quite explicit, 1 local license for the original console, and 1 system license for the Xbox Live Account. I don't believe publishers have the right to alter this policy. I know some games have some content usually online that requires an unlock code. I choose not to play those games. I have no problem with every Xbox Live account needing a copy of the content to play, but this was not clearly laid out before purchase, and even counter to the product description online. If you want to require per account purchases they the content needs to be priced accordingly.

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  • Developers have the ability to restrict media usage rights via DRM to just the system license. In this case thoes rights extend only to the gamertag/account that purchased the content. This is a cyclical argument which all falls back to DRM, and how restrictive it can and should be. There is no clear law especially with digital downloading. This is the classic case of technology out pacing our legal system.

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