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Article from Shacknews:

"
Stardock's new digital rights management system "GOO" has found its first full-time adopter in strategy publisher Paradox Interactive. The company's upcoming RTS title Majesty 2: The Fantasy Kingdom Sim will be the first of its games to use the DRM.

GOO--which stands for Game Object Obfuscation--makes use of Stardock's Impulse Reactor platform to protect publishers from PC piracy, using a simple EXE encryption and serial key check to verify purchase of a game.

The system is garnering attention because it allows customers to re-sell both retail and digital copies of PC games. Any title that uses the DRM can be put up for sale on the Impulse Marketplace, with the publisher recouping much of the "used" price, minus a Stardock transaction fee.

"In our testing, we found GOO to be very effective in protecting our titles, while at the same time offering a less obtrusive user experience," said Paradox CEO Fredrik Wester. "GOO meets our needs while protecting the rights of our consumers."
"

(source)


It's a little bit strange, coz in a Strategy Informer interview Fredrik Wester (Paradox Executive Vice President) said:

"
Strategy Informer: What is Paradox's view on DRM and Piracy? Will you be using any Anti-Piracy software in your new titles, like Majesty 2?

Fredrik Wester: While it is very important for us that people respect our property and our right to get paid for our work, we are no friends of current DRM solutions. I would like to see a user-friendlier DRM developed together with the gamers, a DRM that supports the gamers as much as it keeps people from piracy. With this said, I am still not sure whether we will use any DRM for the game or what DRM it would be. For titles from our inhouse team, like Hearts of Iron, we haven’t used any DRM in the last 4 years.

"

(source)

This DRM system however is very simple and user friendly: it asks for an email address and for serial number at the first start of the game and registers it online and that's all. Another advantage is that you can sell your old games on Impulse Marketplace. So Fredrik's words and the article on shacknews don't really confute each other.

And by the way there is a "legend" about a game named Bioshock. It had a newer version of DRM and that made it "warez-proof" for some weeks and that made it one of the best selling game (it was cool game btw but it's success was nearly unbelievable) of that year. I hope something similar here... :)

P.S.: are Fredrik Wester and Fredrik II the same person...? :rolleyes:
 

Fredrik II

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We are still evaluating this. We have used no DRM at all for most of our products and to us the most important thing is that a DRM should be easy to use and allow the user maximum flexibility.

I'll have to check the questions above and get back to you.

F
 

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It's a little bit strange, coz in a Strategy Informer interview Fredrik Wester (Paradox Executive Vice President) said:

"
Strategy Informer: What is Paradox's view on DRM and Piracy? Will you be using any Anti-Piracy software in your new titles, like Majesty 2?

Fredrik Wester: While it is very important for us that people respect our property and our right to get paid for our work, we are no friends of current DRM solutions. {snip} "
I don't see any contradiction. They don't like the existing ones, so they're experiementing with a new one.
 

Fredrik II

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I wrote:
"So Fredrik's words and the article on shacknews don't really confute each other."
so... thanks for acknowledgement :)

Good to see that people are following what we are saying :)

We're still looking into Goo as DRM and more how it can support gamers through patching etc. As you can see from several of our releases (HoI2 and forward) we have had no DRM whatsoever on the game.
 

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Good to see that people are following what we are saying :)

We're still looking into Goo as DRM and more how it can support gamers through patching etc. As you can see from several of our releases (HoI2 and forward) we have had no DRM whatsoever on the game.

Just to let you know that I will not be buying any game with Impulse's GOO DRM.
 

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Can anybody elaborate a little bit on what GOO actually does? For example, if you somehow lose the email adress you registered the game with, will you no longer be able to play?

My preferred method of copy protection (apart from none), is the one that Ageod (among others, I'm sure) uses, where you get a serial with your game. Serials that are made publically available on the internet are blacklisted, and they won't be able to use future patches.
 
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Since we're voicing our opinions in the matter - I don't think this copy-protection will influence my decision to buy the game. If the game is good enough, I'll buy it when I feel I have the time to play it.

I'd prefer if there weren't any potential annoyances, but maybe the long-term profit is larger with copy-protection...
 

unmerged(136196)

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Since we're voicing our opinions in the matter - I don't think this copy-protection will influence my decision to buy the game. If the game is good enough, I'll buy it when I feel I have the time to play it.

I'd prefer if there weren't any potential annoyances, but maybe the long-term profit is larger with copy-protection...

QFT

If the game is good I will buy it, the DRM doesn't affect the game experience. I think this whole "if there's DRM I won't buy it" is only a cheap excuse for those who steal games. They can say "I stole this one only coz I don't wanna suck with DRM" just to calm their guilty conscience and to abuse game developers/publishers.
The publishers try to do something against piracy. And you can't even say that "they will use the same useless sh*t again just to annoy consumers" coz the GOO is a brand new DRM and it will debut with Majesty 2.
 

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QFT

If the game is good I will buy it, the DRM doesn't affect the game experience. I think this whole "if there's DRM I won't buy it" is only a cheap excuse for those who steal games. They can say "I stole this one only coz I don't wanna suck with DRM" just to calm their guilty conscience and to abuse game developers/publishers.

Well I think you can see that at least Greybriar and I do not do so, considering we have proof that we purchased Paradox games (underneath our avatars).
 

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Can anybody elaborate a little bit on what GOO actually does?....

According to Stardock:

Stardock said:
Impulse Reactor v1.0

Take advantage of Impulse Reactor, the next-generation virtual platform for PC software developers. Impulse Reactor is unique in that all its features are server-based. That means developers can use its features without having to distribute a third-party client.

The components of Impulse Reactor are:

1. Anti-Piracy Protection. Impulse Reactor’s Game Object Obfuscation (Goo) lets developers encrypt their program EXE to reduce piracy. Unlike other systems, Goo requires no changes to your source code. Instead, we apply Goo to your standard EXE. When the protected program is run for the first time, the user enters their email address and serial #. From then on, that serial # is associated with that user.

Impulse Reactor is intelligent in how it handles users. Users can reinstall their game or application to multiple computers without hassle. But Impulse Reactor will flag installations that are occurring in multiple geographic locations at near the same time or other anomalous behaviors and allow publishers to set their own policies on how to handle such scenarios.

Because Impulse Reactor is server based, developers do not need to re-distribute any client. This means that you can protect your program with Goo and have it sold through any channel you use (retail or other digital distributors) since Goo, unlike alternatives, is vendor neutral.

In addition, when a program uses Goo, the customers remain yours. The email addresses and used serial numbers are provided to you. As a result, it makes it easy to support your program through multiple digital distributors. Thus, if one digital distributor exits the market, your customers can still download and activate through another provider.

2. Cloud Multiplayer. One of the biggest challenges for developers making multiplayer games on the PC is how to connect players together through routes. NAT negotiation is an increasingly difficult and expensive problem. Impulse Reactor’s Common Virtual Platform (CVP) APIs allow developers to seamlessly connect players together. Best of all, this powerful feature is free to any title that is non-exclusively on Impulse.

3. Multiplayer Matchmaking. Impulse Reactor includes built in support for intelligent match-making. Based on the Elo rating algorithm (http://en.wikipedia.org/wiki/Elo_rating_system) a developer can literally just send a user off for multiplayer and get a user with a similar skill back. This works even if the players purchased their game from a third-party service (Impulse Reactor is vendor neutral).

4. Rankings & Achievements. Impulse Reactor has built in support for rankings and achievements. To ease support of implementation, Impulse Reactor supports sending and receiving data in XML. This means developers can implement their achievements in a platform neutral way and support multiple achievement platforms at once.

5. Community Features. Impulse Reactor includes the Impulse Overlay which provides a standardized way for users to find friends, chat online, check out rankings and more. However, developers can easily make use of these features as well since (to stress this: Impulse Reactor is server based, not client based). This means a developer could, for instance, create their own IRC client within their game with only a few lines of code or integrate friends, groups, invites, etc. into their game natively without having to re-distribute a third-party client. Even the overlay features are skinnable to match your game's look and feel.
 

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Well I think you can see that at least Greybriar and I do not do so, considering we have proof that we purchased Paradox games (underneath our avatars).

What I said works as a general rule, tons of official forums, warezsites etc... are flooded with this kind of attitude.
Of course there are several exception.
I think you should wait for some response about the DRM after release and if nobody has problem with it you can buy the game without fear.
Only 1-2 games had problem with DRM and the game publishers always helped.
But I really hope that there won't be any problem. I hope that if this is a problematic DRM, Paradox won't use it.
 

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A more interesting issue in my mind would be how the copy-protection will be financed. Will they count on selling more games with it and let the copy-protection finance itself, or will the extra € be paid by the consumers?

If the game is too pricey, I'll just wait till it drops.
 

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Stardock made a DRM? I'm surprised, a while back Brad (Frogboy, he's like Johan and Frederick combined for Stardock) made a big post on his site about how DRM was terrible idea, never worked, and only hurt fans.
 
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Stardock made a DRM? I'm surprised, a while back Brad (Frogboy, he's like Johan and Frederick combined for Stardock) made a big post on his site about how DRM was terrible idea, never worked, and only hurt fans.
Is it the right company you think of? Is it the same that makes games?

edit.. It's probably I who are mistaken. This has nothing to do with star-force, does it?!
 

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Is it the right company you think of? Is it the same that makes games?

edit.. It's probably I who are mistaken. This has nothing to do with star-force, does it?!

Stardock "is a PC software company specializing in Windows experience software and PC games." (Although Stardock is behind GOO DRM.)

StarForce is a software copy protection mechanism.
 

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Add me to the list of people who won't buy the game with this kind of DRM.

If the game is good I will buy it, the DRM doesn't affect the game experience. I think this whole "if there's DRM I won't buy it" is only a cheap excuse for those who steal games.
I think boasting on message boards about how DRM doesn't bother you is only a cover for people who pirate games.