Posts Tagged ‘piracy’

Nintendo’s bizarre defence of region locking

Wednesday, January 19th, 2011

A quote from Nintendo about region-locking the 3DS:

We want to ensure the best possible gaming experience for our users and there is the possibility that Nintendo 3DS software sold in one region will not function properly when running on Nintendo 3DS hardware sold in another.

Is it just me but does the second part of that sentence completely contradict the first? You’re going to “ensure the best possible gaming experience” for me by making my software not work? Uh, what?

If Nintendo was looking for a driver of piracy, something that would push ordinarily law-abiding consumers to dabble with the dark side of the industry, it couldn’t have gone much better than region-coding – a system that sometimes makes it impossible to obtain certain titles lawfully, and encourages regional price-gouging.

Welcome back to 2000.

Steam region ripoff

Sunday, May 9th, 2010

Now I have a nifty PC that can run modern games, I’ve been exploring the convenience of the Steam store – PC games that’ll run without having to download a nodvd crack and disable your ability to play them online.

Only I’m in Australia, which means Steam insists on making me pay a penalty for many titles. Take Civilization 5, now taking preorders – they want $US80-90 from us (in US currency, bizarrely), where if they don’t manage to automatically detect your location and think you’re in the US the price is $US50-60. That’s right, we’re paying almost double for NOTHING. They don’t ship anything here, they don’t have any increased costs, the Australian distributor is not involved – so what the hell is the justification for robbing us blind? They’re even charging MORE than in the shops, for less – no packaging, no distribution, no middle men costs, but prices at retail level Australian dollar figures with the currency changed to the more expensive US dollars.

And whether we just blame the publishers for being discriminatory parasites, or assign some blame to Valve for giving them the tools to do it, the situation is both offensive and absurd.

Do they REALLY think we’re going to cop it? Do they REALLY think we’re going to pay double for no reason? Do they REALLY think that people who are considering handing over money are going to just bend over and take being ripped off so outrageously? There’s a reason Australia is known for high levels of piracy, and THIS SORT OF GARBAGE IS IT.

Screw you, Steam. Screw you, Valve. Most importantly – Screw you, publishers. If you’re going to treat your paying customers like this you deserve to lose sales to piracy.

If you have an IP product and you

  • refuse to sell it to people in certain countries;

  • refuse to sell it for particular periods;
  • refuse to sell it in particular formats;
  • insist on adding anti-consumer garbage like DRM that limits paying customers’ access to the content for which they’ve paid;
  • charge some customers more than others;
  • charge unreasonable amounts for content

…Then you do not deserve the protection of OUR courts, OUR governments. IP is not an intrinsic natural law, it’s something we the public grant you in order to encourage you to create. If you’re not going to live up to your end of the bargain, and enable us to access those created works reasonably, then why should we live up to ours? Why should we send the police we pay for to chase after your imaginary “property” rights? Why should we respect them at all?

I will NEVER buy a download game (such as via Steam) at a higher price than they’ll sell it to an American customer. NEVER. I may try to work around the restriction by using a US paying account and a US proxy, but if that doesn’t work I will not buy it at all. THEY WILL GET NONE OF MY MONEY. There is ZERO chance of me paying them more for less.

Get stuffed, you discriminatory arseholes.

ELSEWHERE: What a publisher that’s thinking straight does about “piracy”.

Short memory

Sunday, January 31st, 2010

The vast majority of cultural data that we assume we’re leaving future generations is now stored in ephemeral digital form, ripe for deletion and complete removal from the historical record. Unlike physical media, bits and bytes disappear without trace, and those who’ve considered the issue worry that this present period could well be a complete black hole for future historians – with that data that does survive, locked in formats that haven’t, and much of the rest easily lost as a result of accident or carelessness.

We’ve talked about preserving old games already, and why it’s vital that copyright laws not be used to punish those who are doing the archivists’ job for them – but it’s also the case that we’re losing a lot of the cultural context of those works. The internet itself, only slightly archived by efforts like The Wayback Machine, has an extremely short memory – not only with games, but that’s my focus here. Media discussion, analysis, forum discussions – most of our engagement with games nowadays takes place on line. And very little of it remains even a mere five years afterwards.

For an example of what I mean, check out the metacritic entry for a game from, say, 2005 – a game you still might actually find in a shop. You’ll see a list of reviews, with a sentence captured by metacritic. Click on the link.


Not found, not found, not found.

As you go back three, four, five, six years, you’ll see the number of dead links increase dramatically until it’s almost impossible to find, in a list of twenty reviews, even one that’s still there.

And that’s not just with sites that have long since shut down their servers – even sites that are still pumping out content today delete reviews after a mere couple of years. And to be honest, I don’t really understand why they do it. Would it really be all that much effort to leave the old reviews up?

When we sat down to record RRQ #2 with Ben Mansill the other day (it’ll be uploaded here very soon!), it was amusing to find all these old videogame magazines from when we were all much younger (I had a pile of old Hypers and PC PowerPlays in a box somewhere), and remember where the industry – where the medium – was back in the early 1990s. We could do that because the magazines were there, physically in front of us, unchanged, preserved.

That won’t be the case for the present discussion. All that gaming “news” that you read and discuss and get excited about – it’ll be completely gone, eradicated from memory, sooner than you think. And I think that’s a pity.

(Rohan’s Note: It’s a small consolation, but sites like Home of the Underdogs are still there to list, review and provide information about some of the games of yesterdisk. Still… nowhere near enough titles end up on such sites, and HotU is not preserving the general contemporary online discussion.)