Indie Game Dev On the Positive Side To DRM
I've read the comments here with some interest, though I think they parrot a lot of conventional wisdom about DRM and piracy that is, at best, unproven. And is, most likely, quite wrong.
I never say DRM can be unbreakable. Of course. But I AM saying you can make a system where the prices are low enough and the protection is strong enough that it's not worth pirating. For example, XBox Live. And it works beautifully.
As for rights. I don't like having to put locks on the games/books/songs people own. But hey, in a democracy, we all get what the worst of us deserve. If DRM is the price we have to pay for creators to be able to afford to create, place the blame where it belongs. Pirates. I think there's room to worry about the rights of EVERYONE.
Finally, I've been getting the comment that people who pirate will never ever buy a game. I've never seen one bit of hard evidence to prove this. Not all people who pirate are identical. I promise you that if the price is low and the bother of pirating is high (again, XBox Live) some people will buy the game who might otherwise have stolen it.
The Realities of Selling Independently Developed PC Games
A note from the author.
Wow, dude. You sound pretty angry. I don't have much to say, except that, if my games were "shite" or "unoriginal", believe me. They wouldn't sell. Fortunately for me, Geneforge 4 is neither.
I only really posters to correct one misconception. Spiderweb's employees are not part-time. We have three full-time employees.
And we're not 15 years out of date. Do you know what games looked like in 1994? We're ten years, at most! :-)
How to Keep Your Code From Destroying You
A brief defense from the person who wrote the article.
The indenting in the selected code was not mine. It got screwed up somewhere between my machine and being posted on their site. I'll drop them a not and ask them to fix it.
No, I am not insane. :-)