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Изменено (Recon Number 54): 6/12/2013 4:50:43 PM
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Shoe's Breakdown of Microsoft's DRM.

"Shoe's Breakdown of what Microsoft was trying to do." With the DRM situation at hand, it's about time we take a look at what exactly it was they were trying to do with this anti-sharing stance surrounding the release of the Xbox One. With any form of electronic entertainment, the greatest concern is Piracy. There is no money made by those who work hard to produce the medium, which is to many, a form of theft. The music industry has fallen victim, the movie industry is soon to follow. One of the last mediums to survive thus far is the Gaming industry. Console gamers have been unable to manufacture pirated copies of games, but the PC gamers have no problem at all. With that in mind, Steam made the reasonable decision to mandate DRM, and constant online connection. This was to prevent piracy of games that need internet connection, though it was never going to be enough to completely stop gaming piracy. But this made sense, because if you use a PC to game, you are almost always going to have an internet connection. This was Microsoft's mistake, because console gamers don't need internet connection. In fact, console gamers went years and years without ever connecting to the internet. This created a form of commerce founded upon the sharing of what a gamer physically owns. Memory cards, controllers, cables and games all were exchanged from hand to hand, and console gamers learned quickly the joy of sharing. When a PC gamer spends the money to play a game, they spend the money to use Steam's connection to other gamers. They spend $60 to be allowed to play with other PC gamers. But when a Console gamer spends $60 for a game, they are owning the entire game, including what they choose to do with the physical disc. Console gamers already spend $60 a year on Xbox Live to play with other gamers, there is no reason why Microsoft should feel it appropriate to dictate that a console gamer must pay $120 to play a game with their friends, especially if the given game is not something that will use the Xbox Live service. To summarize, Microsoft was planning ahead to prevent console piracy, but because it will never truly take hold as it has with PC gaming, the measures taken with the creation of the DRM at this point only prove to increase the profits that Microsoft is capable of making. Perhaps that is a little biased, but it is the only outcome that can be seen currently, especially with this large of an increase in console power, it will be years before there is an easy method of pirating games in this format.

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