Posted March 26, 2021
We live in an age, where DRM is increasing, not getting less.
In fact, as long as I have known it to exist, it has always been that way with DRM.
Occasionally you have a business that will buck the trend somewhat ... like Apple did with iTunes music files a good while back.
And then you get a store like GOG, which is quite unique really, with its nearest competitor, ZOOM Platform, being far behind at the moment.
So what does it take to provide your product DRM-Free?
Perhaps the biggest requirement, is a philosophical nature.
Next after that would be courage.
Then perhaps a good grasp on reality.
You also need to not care about the few who will take advantage, and just remain focused on those who do the right thing.
Then there are things like financial backing and support, to help encourage you to take a leap of faith.
You also need to be willing to buck the usual status quo.
All that is made tougher in some ways, by the Valve model of Steam for example.
That works and is a great success, as the numbers clearly prove.
So why buck that?
At the end of the day, DEVs want to be artistic and want to make money ... money to live off, and even enough profit to pursue further endeavors. Publisher however, are rarely about artistic endeavor, and are more aligned with making profit.
I suspect, that DRM-Free has more appeal to DEVs than PUBs. Publishers of course, are risk averse.
And for most game developers and publishers especially, DRM-Free is seen as a risk.
Personally, I see what GOG has achieved or even starting up in the first place, considering the opposition and people's fears, is quite remarkable. And here we are, 12+ years later. Would ZOOM Platform even exist without GOG as a model? Would many more high caliber games on Itch.io and other DRM-Free sellers have DRM?
As many of you are no doubt smart enough to know, if games weren't available DRM-Free, many of us would either be buying less or be forced to tolerate DRM in our purchases. The gaming industry would hardly be effected by those of us who would buy less.
In fact, as long as I have known it to exist, it has always been that way with DRM.
Occasionally you have a business that will buck the trend somewhat ... like Apple did with iTunes music files a good while back.
And then you get a store like GOG, which is quite unique really, with its nearest competitor, ZOOM Platform, being far behind at the moment.
So what does it take to provide your product DRM-Free?
Perhaps the biggest requirement, is a philosophical nature.
Next after that would be courage.
Then perhaps a good grasp on reality.
You also need to not care about the few who will take advantage, and just remain focused on those who do the right thing.
Then there are things like financial backing and support, to help encourage you to take a leap of faith.
You also need to be willing to buck the usual status quo.
All that is made tougher in some ways, by the Valve model of Steam for example.
That works and is a great success, as the numbers clearly prove.
So why buck that?
At the end of the day, DEVs want to be artistic and want to make money ... money to live off, and even enough profit to pursue further endeavors. Publisher however, are rarely about artistic endeavor, and are more aligned with making profit.
I suspect, that DRM-Free has more appeal to DEVs than PUBs. Publishers of course, are risk averse.
And for most game developers and publishers especially, DRM-Free is seen as a risk.
Personally, I see what GOG has achieved or even starting up in the first place, considering the opposition and people's fears, is quite remarkable. And here we are, 12+ years later. Would ZOOM Platform even exist without GOG as a model? Would many more high caliber games on Itch.io and other DRM-Free sellers have DRM?
As many of you are no doubt smart enough to know, if games weren't available DRM-Free, many of us would either be buying less or be forced to tolerate DRM in our purchases. The gaming industry would hardly be effected by those of us who would buy less.
Post edited March 26, 2021 by Timboli