Entries in DRM (3)

2:08PM

Play Has Limits: What The End of Physical Media Really Means

Deep down, most of us knew that game companies would eventually double down on their attempts to do away with physical media. Still, seeing such an announcement like the one PlayStation made and knowing what awaits us doesn't make it any easier.

It feels like we've heard the same pro-digital, anti-physical pitches from major video game companies since the early 2010s. PlayStation's boldest announcement on the topic came early Wednesday, when it announced that it plans to completely halt the release of physical video games by 2028. In doing so, the company cites the all-too-famous "response in shifting trends" scapegoat that seeks to appease any would-be business daddy suitors who continue to drive us all closer to an AI-riddled, slop-infested digital rights apocalypse.

The short-short version given to readers on PlayStation's official blog? We all wanted this. Did we, though?

It is true that more recent Sony sales records point toward an abundance of digital sales rather than physical, though the numbers don't differentiate between AAA games, indie titles, or whether something just merely didn't have the option of a physical release to begin with. There are circumstances that either warrant digital-only releases entirely or in which a developer simply cannot afford to publish physical copies like a larger studio can (hence how options such as Fangamer, Limited Run, and Lost In Cult came to be).

Regardless of the circumstances, shuffling through the thousands of comments on the PlayStation announcement blog returns clarity to reality: people still largely hate this move. Meanwhile, scrolling through the otherwise bot-infested trenches of social media paints a similar picture, with droves of folks sharing everything from justifiably critical memes about the ill-conceived move to posting photos of their own collections, possibly in hopes of giving Sony executives some sort of consumer rights jumpscare.

So where we go from here is honestly anyone's guess. It doesn't look great, though, as we continue to have our consumer rights stripped away via the digital marketplace hellscape (the "own nothing, be happy" mantra, as one politician coined in recent years). Between the prices of retro games climbing since the pandemic years and companies sticking with subscriber-based model preferences, actually holding onto what we've got has never felt so good.

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4:43AM

PPR 72

Welcome to the latest episode of Preeee….Server busy, try again later. Oh, sorry, did we mention that in order to listen to PPR, you’ll have to be connected to the web at all times? Yeah, well...that’s what we would say if we ENDORSED the idea of DRM, lucky enough for you guys, we don’t! This week we discuss the issues that lie in a possible future of always needing to be authenticated and monitored online in order to enjoy your favorite games and the serious implications that DRM brings to the table and all the negative fallout from its enforcement. Among the talk is Starcraft: Heart of The Swarm, Extra Mario Bros, Salamander, Tomb Raider, and more. Also if any of you guys happen to have a sealed game then don’t let Ser know!

Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on our Twitch page and Twitter, and finally take part in our Facebook and Steam group!

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10:39AM

Sony and the Future of Digital Distribution

Members of the gaming community are well aware of the recent events surrounding Sony's PlayStation Network (PSN) and its failure to protect consumer data. Because of this, the public might become a little more wary of digital transactions.

In the past decade, more companies have shifted towards digital distribution. It makes your favorite games easier to buy, while offering opportunities for smaller developers to also publish games. Services like Steam -- possibly the best example of "correct" digital distribution to date -- also allow online shoppers to receive great discounts on many popular titles. Unfortunately, in other cases, it's also giving some publishers and developers more control than most consumers want them to have. Some of the personal requirements are also ridiculous, making it mandatory for users to input vital information if they wish to obtain and download software. 

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