Last March, the video game developer/publisher Ubisoft released a PC version of its critically acclaimed title Assassin's Creed II.
Some argue that this technology—a radical departure from the simple cd-checks of the past—places too many restrictions on legitimate users. Rather than focus on this particular measure, however, I'd like to discuss the logic underlying DRM as a whole. What lead to its implementation?
In many ways, it's as easy to understand the rationale behind Ubisoft's desire to control its product as it is to understand the rationale behind the opposition to net neutrality. In several respects, these positions are very similar and very rational. Any content producer must be primarily interested in collecting revenue from its content. They can't be expected to work for free, and every pirated copy of a game is one less copy that could have been sold. Given the exponential increases in the cost of game development over the past ten years, it's understandable that publishers are growing more protective of their margins.
Perhaps the biggest problem with DRM is that it's a fantastic idea...in theory. Given the ubiquity of copying technology, a perfect technical measure that could prevent unauthorized reproductions of a work would likely incentivize the production of new content. It would inhibit what many content producers consider to be stealing. The caveat is that no such system is perfect. It has been argued by some that the externalities associated with these measures have proven worse than the problems they were intended to prevent, and I intend to go over some of those issues next week.
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