Rodrigo Istalindir
Explorer
There are three types of use affected by DRM schemes. The first is unrestricted personal use, and it is affected negatively by any DRM. Even Apple's iTunes, which is fairly easy to legitimately work around, still makes working with your property harder than it needs to be. This impacts the non-technical user the most, since they are least able to find ways to bypass the DRM, and are far more likely to experience technical issues (system crashes, etc) that cause problems dealing with DRM'd files.
The second is mass distribution of electronic content. DRM does absolutely nothing to prevent this, since it is a trivial matter to bypass the DRM for a technically savvy individual, and it only needs to be done once and then uploaded to a P2P system.
The third is casual copying among friends. A DM buys a .pdf file and shares it with his gaming group, for example. DRM will prevent this for the non-technical people who are unable to bypass the DRM or download a cracked copy off of a P2P network. This makes it a pain, and less useful than a print copy, where you could at least loan it out. Those who can pirate it, or bypass the DRM, are not affected at all.
One has to assume that those making the decision to employ DRM for these products understand all that. They have to know they are not going to stop the people who will bypass the DRM or download the file from a P2P network. The only rational explanation is that they are going after the casual copier that either can't or won't download a cracked file. They aren't going after the whole-sale pirates, they are trying to recoup some imaginary lost sale -- the second or third hardcopy sale in a gaming group that they think they are losing due to electronic distribution.
The problem is that, for 99% of the products, there is no second or third sale within a group. Outside of the core rules, how many gaming groups buy multiple copies of anything? This is the same fallacious thinking that the RIAA/MPAA use -- that 1 pirated copy = 1 lost sale.
Some publishers see electronic distribution as a threat rather than an opportunity. They view it as cannabalizing sales from print products rather than selling a product to someone who wouldn't have bought the print product in any event. So, in pursuit of hardcopy sales they wouldn't have made in the first place, they risk alienating the individual users of their products, they risk losing sales of alternative products because some percentage of folks won't buy DRM'd files, and they stop the ready availability of their product on the P2P networks for 24 hours if they are lucky.
And a couple of things for those of you who see the current DRM implementation as no big deal. First, you've surrendered your right to loan your product to your friends, a right you've long enjoyed with your print product. Second, all of these DRM implementations are changeable at the whim of the owner -- and the owner is no longer 'you'. Just as they could retroactively remove the 10 c&p limit, they could retroactively disable c&p altogether, limit the number of copies that can be printed, etc.
The second is mass distribution of electronic content. DRM does absolutely nothing to prevent this, since it is a trivial matter to bypass the DRM for a technically savvy individual, and it only needs to be done once and then uploaded to a P2P system.
The third is casual copying among friends. A DM buys a .pdf file and shares it with his gaming group, for example. DRM will prevent this for the non-technical people who are unable to bypass the DRM or download a cracked copy off of a P2P network. This makes it a pain, and less useful than a print copy, where you could at least loan it out. Those who can pirate it, or bypass the DRM, are not affected at all.
One has to assume that those making the decision to employ DRM for these products understand all that. They have to know they are not going to stop the people who will bypass the DRM or download the file from a P2P network. The only rational explanation is that they are going after the casual copier that either can't or won't download a cracked file. They aren't going after the whole-sale pirates, they are trying to recoup some imaginary lost sale -- the second or third hardcopy sale in a gaming group that they think they are losing due to electronic distribution.
The problem is that, for 99% of the products, there is no second or third sale within a group. Outside of the core rules, how many gaming groups buy multiple copies of anything? This is the same fallacious thinking that the RIAA/MPAA use -- that 1 pirated copy = 1 lost sale.
Some publishers see electronic distribution as a threat rather than an opportunity. They view it as cannabalizing sales from print products rather than selling a product to someone who wouldn't have bought the print product in any event. So, in pursuit of hardcopy sales they wouldn't have made in the first place, they risk alienating the individual users of their products, they risk losing sales of alternative products because some percentage of folks won't buy DRM'd files, and they stop the ready availability of their product on the P2P networks for 24 hours if they are lucky.
And a couple of things for those of you who see the current DRM implementation as no big deal. First, you've surrendered your right to loan your product to your friends, a right you've long enjoyed with your print product. Second, all of these DRM implementations are changeable at the whim of the owner -- and the owner is no longer 'you'. Just as they could retroactively remove the 10 c&p limit, they could retroactively disable c&p altogether, limit the number of copies that can be printed, etc.