http://indiegames.com/2013/03/team_meats_refenes_apathy_and_.html
Its a well written piece and he brings up several points I want to highlight.
âWe are closing in on 2 million sales and assuming a 10% piracy to sales ratio does not seem unreasonable. As a forward thinking developer who exists in the present, I realize and accept that a pirated copy of a digital game does not equate to money being taken out of my pocket.â
He goes on to say...
âIn the digital world, you don't have a set inventory. Your game is infinitely replicable at a negligible or zero cost (the cost...

Agree 100%. And this isn't a hard concept to understand. Well, at least not for us little people.
i'm just gonna be sharing this over on facebook now...
This is good stuff. I like Tommy's article. The argument that piracy equals lost sales never made sense to me. Value and respect go hand in hand, and the idea of creating something valuable, rather than creating a product that you put a value on, is an essential concept. Radiohead experienced a similar thing with their pay-what-you-like digital release of In Rainbows:
http://www.nme.com/blog/index.php?blog=10&title=did_radiohead_s_in_rainbows_honesty_box_&more=1&c=1&tb=1&pb=1
I picked up that Radiohead album and for me, yeah it brought with it a new way of thinking about buying stuff. They should have tagged it better and added album art BUT it opened peoples eyes to a new way to delivering the rad.
I think people in the ivory towers of mega-videogame-corp-o-tron don't understand that paying customers are not evil. I don't pirate software but I have a shitload of Steam titles. You can't invent DRM that works with me cause I don't pirate games, I buy them. I have met people that pirate as a way of life, they just want free stuff, no amount of coaxing will get them to think otherwise.
Anyways ill get down off the soapbox :D
I'm OK with certain DRM. Steam is fine. It's something that you have to be logged into, or have logged into in the somewhat recent past, in order to play. It's totally unobtrusive and doesn't put up roadblocks every step of the way.
But like you and everyone else has said, if it's good enough, it's going to be broken and spread all over the net. They aren't punishing pirates in any way, they're punishing paying customers.
If I download a movie I open it and it starts playing. If I buy one it takes at least a minute or so to get through all the crap to get to my movie.
If piracy is providing a better product than you are, you're doing something wrong and need to change your model.
"If piracy is providing a better product than you are, you're doing something wrong and need to change your model."
That is exactly true.
@Travis: I think there is a difference between "always online DRM for single player games," "online multiplayer games" and Steam.
* Always online DRM: Must be online to start start and play single player game.
* Multiplayer Online Game: Games like WoW and DoTA 2, must be online to play, kind of the point of the game.
* Steam: Must download game before you play it. Can play most games offline unless its like DoTA 2 or some other online multiplayer game.
Just because you need to download something before you play it doesn't mean its DRM, that's like saying Firefox is DRM'ed too. Does Cheerful Ghost employ DRM because you have to be online to use it? :D
No, Steam is DRM because you have to sign into Steam in order to play most of the games you have purchased. There's a significant difference between always online DRM and Steam, I wasn't trying to equate the two, but Steam *is* a kind of DRM. Or I guess more correctly, DRM is a part of Steamworks. It isn't just a download manager for your games, it provides its own DRM for publishers to use. This is most notable in (for me) its only downside-- If you've signed out incorrectly or if you've failed to install an update and sign in once afterwards, you can't use Steam offline and you are locked out of your games.
The relevant bits from the FAQ:
"Steam's DRM solution (called "CEG" by Valve) is just one of many Steamworks components game developers may use, alongside achievements, cloud saving, the workshop, matchmaking network code etc.; just like with all the others, implementing it is not required to distribute a game on Steam. A game can use the other Steamworks features and still remain DRM-free."
But in effect, the list of games that choose not to use it is very small.
Huh. Well, I didn't know they did that. So yeah, apparently it is. It seems just like a download manager to me and I have played offline to boot.
Yeah I've played offline a bunch, in fact I may have once or twice... heard about... a friend... sharing accounts with people to and after signing in blocking Steam via the Windows firewall to force it offline so two people could play single player games on the same account. But it requires that sign-in, and if Steam ends abruptly or thinks it needs to do something you're screwed until you sign back in.
I think you have to sign in once every 60 or 90 days for offline mode to continue to work as well. Can't remember the cutoff.
BUT! I think it speaks volumes about Steam's DRM implementation that it was so unobtrusive you were unaware that there was any DRM there. It's DRM done right. At this point DRM is still a necessary evil if we want games from most publishers, and Steam has a way to do it almost transparently and without being detrimental to the customer.
For some reason it just now, more than a day later, occurred to me that my previous comment could be taken like "haha you didn't know Steam had drm you stupid head." That wasn't my intention at all- just pointing out how well that Steam had implemented it, so that it's almost entirely transparent to the user.
I didn't take it that way :)