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EMA Suggests Standard For Activating Video Games After Sale
by Leigh Alexander
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December 1, 2008
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Could point-of-sale "activation" software for games and DVDs discourage theft? The Entertainment Merchants Association seems to think so, and has published a set of standards for what it calls "benefit denial technology" that would render discs inoperable until they're paid for at retail.
The effort is codenamed "Project Lazarus," and the EMA says it's assembled a consortium of retailers, home video companies and video game publishers to see how easily such "benefit denial technology" could be implemented, and to evaluate possible cost-benefit analyses.
The initiative is similar to security tags used in clothing retail that spill ink on garments if they're forcibly removed, thereby destroying the item. In such a situation, shoplifting is discouraged by implementing a solution that only the retailer can remove at the point of sale.
EMA president and CEO Bo Andersen says, "The deployment of benefit denial technology would reduce shrink in video game and DVD stocks, increase open marketing of video games, reduce packaging, decrease labor costs, improve consumer access to video games and Blu-ray discs, and make the categories more attractive for additional retail channels.
"Given the myriad of potential benefits, EMA recognized the imperative to bring together major stakeholders to provide an impetus for further development and timely deployment of effective benefit denial technologies for DVDs and video games that are useful and effective for a broad range of entertainment retailers."
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The rest?. Harassing the customer for nothing. Just look at the myriad of APIs and DRMs that GTA4 for PC is bringing onboard. I now I wanted to buy it and I'm not going to, I think it's way too much.
The publishers are losing customers because they don't want to see reality: they're doing nothing against piracy, they're not stopping second hand sales and they are alienating customers. And it's all their fault.
And as far as retail sales go, I've heard Wal-Mart is the biggest retailer of video games and they keep their games behind glass and still manage huge sales.
Honestly, this just sounds like another move to control media, not for protection of the industry, but just to have control. Much like DRM, digital distribution, and online activations. Perhaps I'm just being paranoid.
The rest?. SecuROM, StarForce, TAGES, online activations, disk checks, install limits... All of those fail, HORRIBLY. They only bother customers, and publishers who use them deserve no money.
I've heard many times "but they are trying to protect their content!". They are not. They've know for the last *30 YEARS* that it doesn't work, and still, they put worse DRM over us every f***ing year.
Publishers are the ones killing the PC.
Most stores already have theft prevention techniques at point of sale, glass cabinets, or keeping the actual discs in a locked cabinet the staff have to collect when the consumer brings the box to the counter.
They've had case locks ever since DVDs came in. Fact is if one person buys the game and uploads it, point of sale is out of the equation.
To be clear, DRM's and publishers are not ruining the PC Gaming industry, do a little thinking before speaking. Market trends towards consoles as a more mainstream entertainment medium are simly providing the public with a more convenient way to digest their, albeit fluffier and more superficial, video games than the PC has. Publishers are simply following the money and going where it is less risky, and with 20 Million dollar budgets do you honestly blame them?
This does mean that there's additional stock management overheads (opening the boxes, filing the games away) before it takes longer to serve customers (plus there's always the possibility that the disc has been lost or mis-filed, which is frustrating for all concerned), but it's an effective way of giving consumers access to a physical item which can help drive impulse buys.
Overall, it's simple and effective - the only downside is the ongoing human-resource cost - though I'd wager that a more technically inclinced solution is liable to have significant up-front costs and have similar ongoing costs, thanks to the potential for extra confusion and failures.
Still, a natural progression when we come to the next generation of consoles (current consoles don't have enough local storage) will be for game stores to sell empty boxes with an authorisation code in, which users can then take home to register and download. Whether or not this will prove popular (unless there are significant improvements in streaming technology, this will require additional delays before playing, plus high-speed bandwidth and large amounts of disk space) is food for thought...
Direct streaming, now that's a thought. you play from the game server and save your progress online... I like it.
What happens if a consumer forgets to enter the deactivation code and the game is ruined? Like with clothes, clerks sometimes forget to remove security tags. In turn, the items is accidentally ruined or the consumer is hassled to return to the vendor to remove the tag. There could be consumer backlash and could cost retailer / distributors / studios a bundle due to consumer mistakes.