The History of DRM & Copy Protection in Computer Games

LGR
26 Oct 201217:09

Summary

TLDRIn this LGR special, the video explores the evolution of copy protection and DRM in computer gaming, tracing its origins from the 1970s to modern-day practices. The host discusses various methods used to prevent unauthorized copying, including floppy disk techniques, manual lookups, physical locks, and modern digital rights management systems like SecuROM and Steam. The narrative highlights the frustrations faced by consumers and the ongoing debate over the effectiveness and fairness of DRM, underscoring the impact of these protections on accessibility and user experience in gaming.

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Q & A

  • What does DRM stand for, and what is its primary purpose?

    -DRM stands for Digital Rights Management, and its primary purpose is to control access to copyrighted digital material, restricting how users can use the items they have purchased.

  • Why did Bill Gates write an open letter to hobbyists in the 1970s?

    -Bill Gates wrote an open letter to hobbyists in response to unauthorized copying of Microsoft’s 'Altair BASIC' software, urging users to respect software copyright and stop distributing pirated copies.

  • What was the first major form of copy protection used in personal computing?

    -The first major form of copy protection in personal computing was on-disk copy protection, also known as key disks, which manipulated the structure of floppy disks to prevent unauthorized copies.

  • What is 'manual lookup' copy protection, and how did it function?

    -Manual lookup copy protection required players to refer to the game manual for specific words or codes at certain points in the game, making it necessary to have the physical manual to play.

  • What were 'feelies,' and how did they relate to copy protection?

    -Feelies were physical items included with games, such as manuals or puzzle books, that contained information essential for progressing in the game, thereby preventing players from finishing it without these items.

  • How did the introduction of CD-ROMs change copy protection methods?

    -With the introduction of CD-ROMs, copy protection evolved to include methods like serial numbers and oversized files, making it more challenging to copy games due to the higher cost and complexity of CD burners at that time.

  • What are some of the criticisms associated with SecuROM?

    -SecuROM faced criticism for causing conflicts with drive emulation and CD burning software, failing to detect legitimate discs, and sometimes causing hardware incompatibilities, making it a disliked form of DRM.

  • What is the purpose of 'always-online' DRM, and what are its drawbacks?

    -Always-online DRM requires a constant internet connection to play the game, which can prevent users from accessing their purchased games if the authentication servers are down, leading to frustration and potential loss of progress.

  • What is a notable example of a game that implemented constant internet-connected DRM?

    -Ubisoft's 'Assassin's Creed II' is a notable example, where players faced issues with server outages preventing access to single-player mode, which should not require an online connection.

  • What is the host's final message to consumers regarding DRM?

    -The host encourages consumers to be smart and informed about the types of DRM in their games, emphasizing the importance of understanding potential restrictions that could render their games unplayable in the future.

Outlines

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Ähnliche Tags
DRMCopy ProtectionGaming HistoryDigital RightsConsumer AwarenessVideo GamesTechnology EvolutionSoftware PiracyUser ExperienceOnline Distribution
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