Archive for March, 2013

Weekly News Roundup (31 March 2013)

Sunday, March 31st, 2013

A blah of a week. By blah I mean it was just one of those weeks that, for whatever reason, seemed to go by pretty quickly, but not productively, nor that smoothly. Easter aside, the 6 (that’s SIX!!) hour disruption to my Internet connection on Thursday was a main blah catalyst. Not being able to choose from my preferred activities of work, video streaming or even SimCity gaming, all of which require the Internet, made the net disconnect feel almost as disorienting and disconcerting as a electrical blackout. Smartphone + 3G eventually saved the day, although there goes a large chunk of my monthly data allowance.

I need to get out more.

But not before I present to you this week’s WNR, of course.

Copyright

So what would you put on a billboard in Times Square if you were offered one for free for two weeks. Well, for Brooklyn based band Ghost Beach the decision was simple: promote a debate on the web piracy problem.

Piracy is Stealing?

Piracy: the good, the bad or the irrelevant?

With controversial slogans such as “Piracy is Robbery” and “Piracy is Freedom” adorning the billboard, the band hopes to get artists to pick a side in the piracy debate, to state whether they’re for or against piracy.

So far, most artists have chosen piracy over, um, not piracy, but you would probably expect that from any Internet based campaign, even if it is being advertised in the real world.

But I do think that I, like a lot of other people, aren’t for or against piracy. We simply deem it a nuisance that isn’t doing nearly as much damage as those on the “against” side suggest, and it’s nearly as harmless or to be accepted as those on the “for” side of the argument. Instead, it’s simply a phenomenon that exists, that can also be harnessed for the greater good. Piracy can be good, it can be bad, but efforts has to be made to try and make it irrelevant. And Ghost Beach, while nominally on the “against” side, is doing just this by making their album available as a free download for those choose not to buy it.

——

SimCity

Maybe the main reason I keep on writing SimCity stories is just so I can keep on showing off my cities

The SimCity DRM debacle continues to entertain, as EA Labels boss Frank Gibeau this week tried to talk down the controversy by suggesting that the “always-on” DRM isn’t a DRM at all. Gibeau says that in the same way we shouldn’t complain about MMOs being online only, we shouldn’t complain about SimCity’s DRM because, well, it’s just like a MMO really.

Except that it isn’t. And even if it is, it’s a crappy MMO that’s been very badly implemented.

While it’s true that Maxis, the developer of the game, tried to tie in a lot of online and social element into the core game mechanics, but the fact is that you spend most of the time in SimCity managing a city (surprise, surprise!) by yourself. And as far as the game is concerned, and very unlike a MMO, interacting with another human player is completely optional, possibly Maxis’s intention to cater to online hermits like myself. So if this option is given, the option to play offline should also be a given, but the fact that there is no offline mode or local servers is either just laziness, or as most seem to believe, a very cynical attempt at a DRM.

I mean just for the sake of efficiency, and for the sake of those that do have friends or chooses to play online, at the very least, social hermits like myself should not be using up valuable server resources when all we want to do is to sate our megalomania desires in the seclusion of our darkened gaming rooms.

If SimCity is a MMO, than it’s a pretty bad one. If it isn’t, then it’s got crappy DRM. EA/Maxis needs to choose which bed they want to lie in.

And as for Gibeau’a assertions about the unexpected success of SimCity being the cause of the server problems, and that the problems aren’t unique to EA, but sorry, these excuses don’t fly. With pre-orders for SimCity starting way back in 2012, there’s no excuse for underestimating the popularity the first new game in a series for over a decade (Diablo III anyone?). And as for other publishers having similar problems, this is true. And this is also why EA should have learned the lessons from Activision Blizzard, Steam and Ubisoft, because this is definitely not the first time something like this has happened, so why was EA so blindsided by it all? An honest series of f*&$-ups, or cynical attempt at putting in DRM, and then even more cynical bottom-line bullshit by not spending enough on servers? You decide.

Gaming

So it was probably bad timing for Microsoft that the latest leaked info for their upcoming Xbox 720 console used the phrasing “Always On, Always Connected”. You don’t need your own Jump to Conclusions mat to jump to the conclusion that this feature may be less of a feature, and more of a DRM for the Xbox 720.

But even assuming that the leaked info is real, and there’s already newly leaked stuff that seems to point to at least some of the info being wrong, the “Always On, Always Connected” feature has already been explained before, and it’s really just another way of saying “stand-by mode”, to allow the console to be quickly turned on, as well as to run background sync and updates. While this doesn’t rule out DRM and online based authentication, especially when combined with the rumour that Xbox 720 games will be run directly from the HDD, it’s kind of a reach to suggest “always-online” DRM will be used.

The other rumours aren’t that new either, what with Kinect 2.0, a Blu-ray drive (if the 720 is to have any kind of optical disc support, it would be kind of pointless to still use a DVD-ROM drive given the price difference between it and a Blu-ray reader drive), and larger HDDs. We’ll know more in two month’s time when E3 is upon us.

And that’s all for this blah of a week. Hoping next week runs a bit more smoothly!

Weekly News Roundup (24 March 2013)

Sunday, March 24th, 2013

SimCity. The game you love to hate. Or hate to love. I don’t know, one of those. I actually like the game and I find myself quite addicted to it. So it’s unfortunate that the game, in it’s current form, is a broken mess. Therefore, I’m treating it more like it’s an early beta version, and using it to learn how the game works, rather than be too emotionally attached to my metropolis creations (since I’ve already lost a city to one of the numerous city destroying bugs, I can’t afford to be too attached). My advice? Don’t pay full price for the game until most of the time wasting, soul crushing bugs have been fixed.

On to the news roundup …

Copyright

A major decision in the U.S. Supreme Court this week, and a win for “common sense”. The court upheld the “first-sale doctrine”, overruling previous lower court decisions that ruled this doctrine did not cover foreign based works. It all came about when a textbook maker sued a eBayer for buying cheaper textbooks from overseas and selling them on eBay. The lower court initially ruled in favour of the textbook maker, and awarded a ridiculous $600,000 in damages to them. But subsequent appeals ensured the case was heard in front of the highest court of the land, and finally a copyright ruling that makes sense.

Had the ruling, which had a 6-3 split, gone the other way, it would have meant that websites like eBay, game stores, and even libraries, would be under new scrutiny in regards to goods originally purchased from overseas. Even garage sales would have been under threat if “first-sale” did not apply to foreign based goods.

Rooting for such a radical new interpretation of the copyright law, that would severely limit the rights of consumers, were the RIAA, the MPAA and even the Obama administration, a reliable friend of the former two.

While the principle of first-sale is sound, and now reconfirmed, copyright holders have already found many ways to bypass this anyway. Through the use of complicated licensing terms, and DRM, game, movie and music publishers have found it easy so far to prevent the resale of digital goods. That’s why you can sell your iPod, but not the music collection contained within, and why game publishers go to extremes to discourage the sale of second hand games (using one time activation codes and whatnot). I would imagine the marketplace would be far more competitive, and consumer in a far better position, if “first-sale” was vigilantly applied to digital goods too, but that’s just me.

——

Home Taping is Killing Music

Web music piracy is just as dangerous as home taping was

Common sense would dictate that there isn’t a one-to-one correlation between piracy and lost sales. But what if there’s a correlation between piracy and a *gained* sale?

That’s one of the conclusions to come out of a new European Commission report into music piracy, and it finds that the links between piracy and lost sales are tenuous at best. The study was limited to only looking at website visits, and found that for every 10% increase in visits to websites offering illegal music downloads, there was a 2% – 4% increase in visits to legal music sale websites. The report did not have data on actual music transactions though, but these statistically significant results should not be ignored either.

Overall, the study found that in a hypothetical absence of illegal music downloads (not gonna happen!), people aren’t going to jump straight to buying music, something that’s plainly obvious to most people I would gather. So instead of being the big revenue killer that piracy has been thought of, it may well be a simple matter of “trespassing of private property rights”. As a content producer myself, I can see how, even without revenue loss, the “trespassing of private property rights” might otherwise make me extremely annoyed – nobody wants their private property rights to be violated – but I also understand how everything in the Internet age works, and that having my content pirated, while still annoying, is also a badge of honor of sorts. If my content wasn’t being distributed without my authorisation, it probably just means my content wasn’t good or popular enough in the first place. And if it gets pirated, then it’s up to me to leverage the popularity of my content and monetize it, and there are definitely ways to do this.

The Internet has democratized the natural selection process for content. Instead of publishers having a large hand in selecting what we should and shouldn’t be consuming, the Internet allows the consumer to make their choices directly, bypassing the publishing industry altogether if necessary. That’s what scares the companies that’s represented by the RIAA and the MPAA the most, because they don’t want to lose control. DRM, while being advertised as an anti-piracy tool, is really just a new way for Big Content to maintain control. That it doesn’t work to stop piracy isn’t an issue at all, not when it successfully forces consumers to use content only in the ways publishers want them to.

Just like how if you want to play SimCity, you have to buy it from Origin and play it via Origin. If you don’t like it, you can’t simply grab the Steam version because there is no Steam version.

I think I’ve played every Sim City game ever made, and I simply love the series, even the demented way SimCity 4 managed traffic, or the way you ended up with a city full of Arcologies (and police stations) in Sim City 2000. And this is why, despite the horrible DRM and the known issues with it, I, and many other SimCity fans, still went out and purchased the game. It’s this kind of loyalty that EA has exploited to their advantage, at the expense of everyone else, and not too dissimilar to the way Blizzard launched Diablo III.

SimCity Rollback Error

The dreaded SimCity “rollback” error, that could reset the city you’ve spent hours building

But what seemed like launch glitches with the DRM, now seem like a much bigger issue, as while servers are now widely available, the whole online based gaming experience still leaves much to be desired. Updating cities in the same region can be cumbersome, often taking minutes, even though the instantaneous change is what’s needed. Some sync fails to occur entirely, until one logs off and logs back on. Server still become unresponsive at times, forcing gamers to wait 10 or 15 minutes at the city loading screen, with no explanation for the wait. And for no reason, changes made to the city can be lost and you’re forced to rollback to an earlier version (or even lose the city and region entirely, in some case). And it seems that forcing some of the processing online is not only not helpful (and not an efficient way of doing things), it’s producing gameplay bugs in the game’s traffic and trading management systems.

EA and Maxis defended the use of always-on DRM by saying that some vital game functions had to be pushed online for processing. While this may be true for those playing the game with friends, hackers have shown that this statement is false when it comes to those playing single player games, by producing a hack that allows offline play. As a bonus, the mod also fixes many of the issues that plague the game.

But the hack also allows public cities to be taken over and destroyed, it seems, suggesting that EA and Maxis’s always-online DRM isn’t doing it main job of protecting the integrity of the system from hackers. Again, not too dissimilar to what happened to Diablo III.

As I said a couple of issues ago, a good DRM, or “always-online” implementation, has to be invisible. It should sit in the background and not ever have to make the gamer aware of its presence, while doing everything it is designed to do, including anti-piracy and anti-hacking, and if possible, should bring added value to the game. The SimCity always-online implementation does exactly the opposite in all of these areas.

That SimCity attempts to add an online component to single player gaming isn’t the problem, the problem is that SimCity doesn’t do this properly. Even if we call SimCity an online game, even though most of its gameplay elements can be done offline, the problem is that SimCity is still just a really bad online game. And that’s inexcusable.

While I’m pretty confident that there hasn’t been a lot of pirated versions of SimCity being used by people – the legit version is broken enough as it is, no one will bother with the pirated version, and with SimCity doing good business, does this all count as a financial success for EA and to a lesser extent, Maxis? Fellow game developer, and creator of the mega indie hit Super Meat Boy, Tommy Refenes, says that successful anti-piracy, if it meant ruining it for paying customers, doesn’t make financial sense at all.

Super Meat Boy

Super Meat Boy has been pirated at least 200,000 times, but has sold millions of copies – the creator isn’t too fussed about those 200,000 “lost sales”

Speaking from his own experience with SimCity, a game he purchased but has subsequently requested a refund for, Refenes goes on to explain how losses due to piracy is not something a company can put onto the balance sheet, as it’s not something you can even calculate with any degree of accuracy. On the other hand, angry customers returning products is something that ends up written in red ink, and has long term repercussions that may be irreparable (see Ubisoft’s DRM Adventures).

Refenes also explains that because there are infinite copies of something digital, it is entirely different to say the theft of a physical copy of something. Stringent security measures at say KMart, where Refenes used to work, may help to stop the theft and return the stolen item back to store shelves, with a measurable loss prevented, the same cannot be said of digital piracy, he says. “Your game is infinitely replicable at a negligible or zero cost (the cost bandwidth off your own site or nothing if you’re on a portal like Steam, eShop, etc). Digital inventory has no value. Your company isn’t worth an infinite amount because you have infinite copies of your game. As such, calculating worth and loss based on infinite inventory is impossible. If you have infinite stock, and someone steals one unit from that stock, you still have infinite stock. If you have infinite stock and someone steals 1 trillion units from that stock , you still have infinite stock. There is no loss of stock when you have an infinite amount … it is potentially one less sale but that is irrelevant. Everyone in the world with an internet connection and a form of online payment is a potential buyer for your game but that doesn’t mean everyone in the world will buy your game.”

It’s something that I’ve mentioned before, but the way game publishers are using DRM these days goes beyond a simple comparison of physical versus digital. It’s not just that they are employing security measures, it’s that they’re employing really really bad and intrusive security measures. The equivalent of DRM isn’t a security guard at the entrance of the store, it’s the equivalent of a pat-down search for every customer that leaves the store (or a full body cavity search in the case of always-on DRM – a traumatic experience that will be relived in your head every time you use said product). No store would do that and risk losing their once loyal customers, so why do game publishers think that this is okay? The only reason I can think of is that unlike most stores, game publisher’s products are exclusives. You can’t simply go to a more customer friendly store and buy the same product, you’re stuck with SimCity from EA’s Origin.

Or maybe not. Maybe there *is* a more customer friendly store, and more than one actually, and not only do they not punish you for spending your hard earned money, they’re not even charging you for anything. That store’s name is piracy, and in the battle between free with a side helping of guilt and not free with a big chunk of frustration, the choice that doesn’t frustrate wins most of the time.

Gaming

It’s NPD time, this time for February 2013. Once again, the Xbox 360 was the most popular console in the U.S. market for the month of February, selling some 302,000 units. This beat the PS3’s 263,000. The Wii U languished at the bottom, selling only 66,000 units, 70% of which were the deluxe model of the console.

So once again, we have a double digit decline for retail sales, and both Microsoft and Sony will hope their new console will have a better start than the Wii U.

There’s a lot of talk about the casual gaming market, previously dominated by the Wii, now taken over by mobile apps. Most of the talk has been about how popular smartphones and tablets have gotten. The Wii U even tried to jump on the bandwagon by adding a tablet into the mix, but it doesn’t seem to have worked. But surely, it’s the value proposition that has had the most dramatic change. The choice is now between paying $50+ for a console game that you probably don’t even have time to play, versus a 99 cent game that you can enjoy at a moment’s notice in your spare time. It is comparing apple to oranges, but entertainment is entertainment. Just like how video games become a better value proposition than movies and music (and why it has necessitated the lowering of the price of these forms of entertainment), app gaming has become a better value proposition than console gaming. It may really be that simple.

But I’m sure someone will find a way to blame piracy for everything.

With the 2,000 word barrier broken according to WordPress’s word counter, it’s time to wrap things up. See you next week.

Weekly News Roundup (17 March 2013)

Monday, March 18th, 2013

No WNR this week, as I went on a much needed vacation. Thought about doing a belated one when I came back, but can’t be bothered, especially since I only had time to write two news articles last week anyway (here and here – probably quicker for you to just read them, than for me to summarise them).

Normal service resumes next Sunday, hopefully.

Still waiting for Apple to approve my Pirate This app, will do a proper launch type thingy for it when this happens.

Talk to you later.

Weekly News Roundup (10 March 2013)

Sunday, March 10th, 2013

BAM! A new game app, made by yours truly, out of nowhere! Other than the fact that I mentioned it way back in September, and then again in December … I guess you can say I had tiny bout of development slippage. But better late than never I suppose.

What’s it about? Well, unlike my last effort, this one actually has something to do with what we talk about here and on Digital Digest in general. One of the most absurd things about current copyright laws in the U.S. is the notion of statutory damages. It’s the law that awards up to $150,000 in damages per work. It made sense when it was about commercial piracy, one company ripping off another for commercial gain, but applying it to personal usage piracy or when there’s little commercial intent, is just ridiculous. From Jammie Thomas-Rasset‘s $1.92 million damages, to Joel Tenenbaum, to outrageous damages claims of $75 trillion. It’s the very thing that magnifies the actual cost of piracy, scares politicians into taking drastic actions, encourages law firms to scare people into paying “pre-trial settlements”, and helps to fuel the ongoing crusade against piracy.

Pirate This!

Pirate This is my new game app that highlights the ridiculousness of statutory copyright damages … a game with a message (and no DRM)

Pirate This! is my crappy little app (that somehow still managed to cost me over $1,000 to develop) that aims to highlight the unfairness of statutory damages by making a game out of it. You play as a “typical” web pirate, ‘downloading’ and ‘uploading’ music, movies and games. The aim? To “bankrupting the world, one download at a time’, as you try and increase the amount of damages being awarded against you, with 30 levels to notch up as much total damages as possible. It’s a short game (I have some additional content on the way though), but a game with a message. Apptivism, if you will.

So if you think current copyright laws are wrong, then you should buy my very reasonably priced ($0.99) app. If you don’t like the way ordinary citizens, whose only intention are to listen, view or play content, are being forced to pay thousands and more for downloading something that may have cost less than a cup of coffee, then buy the app (which also costs less than a cup of coffee). If anything you read here makes sense to you, then buy the app. Tell your friends, your family, even your enemies, and get them to buy a copy too. And then buy another two copies for yourself,  just to be safe. And if you manage to grab a pirated version of Pirate This online somewhere, that’s fine too.

Pirate This is currently available on the Google Play store and the Amazon Appstore for the Android platform, both DRM free (well, as much as each platform allows for anyway), and will be available on the Apple App Store soon for your iOS devices (currently waiting on the standard app review process).

And on that note, we come to the end of another weekly news … oh wait, we haven’t done the news thing yet, have we? OK, here we go …

Copyright

Most people don’t like DRM (well, I don’t), but we’ve largely had to live with it. What if not only do we have to live with it, we have to sit on it as well? That is perhaps the rationale behind the design and creation of the world’s very first DRM chair.

Clever in its simplicity, the DRM chair uses a simple sensor to count how many times it has been sat on. Once it reaches the usage limit (8, in this case), the chair disassembles itself via electrically melted wax joints. There’s a video in the link above where you can see it in action – all 8 times, before the DRM kicks in.

DRM Chair

A chair with DRM. At least it’s not “always-online”!

I hear you saying, technically, how can something analogue like a chair employ *digital* rights management? It’s true, and ironically, the only piece of digital-ness in the whole thing is the DRM system itself. Maybe that was the point the designers were trying to make though, with the project borne out of the brief to re-think “the world as we know it”, as part of The Deconstruction global design project/competition. And I think the DRM chair fits the brief quite effective, asking us to re-think the way DRM has infested our everyday digital lives, how we’ve come to live with it like some chronic incurable disease, even though its very premise is something quite alien to us in terms of our everyday dealings (like with chairs, for example).

And as frustrating as a chair that falls apart after only 8 sittings is, you know the good folks in the game publishing industry can always come up with something even more annoying. So when EA decided to go with the “always-online” route for the latest incarnation of SimCity, the only question was whether they would learn from the mistakes of Blizzard with their botched Diablo III launch or not.

“Or not”, as it happens, as SimCity’s launch was a complete disaster, and possibly even worse than the Diablo III debacle. Gamers were not only met with “server busy” error messages when they tried to play their $60 game, the whole waiting for a free spot thing was made as annoying as possible by essentially having no queue, with only a timer that re-tries a connection every half-hour (at which time, the server might still be busy). Even those that managed to log on were sometimes kicked off due to server problems, sometimes with hours of work wiped out as all saves are online based.

SimCity Error

SimCity is a series of error message dialog boxes, and also a game in there somewhere

A good DRM has to be invisible, and while it’s admirable that the developers of SimCity tried their best to add value to the always-online requirement, the end result is still a DRM that ruins all the hard work that was put into the game. A good DRM also needs to be field tested, as I’m sure the game is great when used on the mostly empty servers during beta testing.

It’s the little things that can makes gamers feel they’re being punished for some reason. For example, if there are online only saves, why not have a temporary offline save that can be queued for later upload if the servers are down? And if it’s not viable to have a full offline mode, then why not have a limited offline mode (a series of complex offline tutorials for example) that might keep users occupied while they’re waiting for a free server. Hell, even a mini-game might have helped!

Of course, all of this could have been avoided if EA had invested as much effort in traffic management as they did in coming up with ludicrous DRM!

From a DRM chair that nobody would really want, to a chair that everyone wants so much that they take part in what’s commonly referred to as a Game of Thrones. Yes, lame segue, but there you go. Game of Thrones is no stranger to the WNR. Not only is it one of my favourite sources of violence and gratuitous nudity (not to mention awesome storytelling and characters), it’s also very much linked to piracy.

Game of Thrones - Wildfire

How pirates (the ship kind) are dealt with in the Game of Thrones universe

HBO isn’t a stranger to piracy either, and that’s mainly because their shows are some of the most pirated around. Their shows are pirated a lot because they make great shows, and also because not everyone can afford (or want to have) an HBO subscription. And without a cable/HBO subscription, it’s hard to source their shows legally from elsewhere, at least for the new episodes. That’s a perfectly fair thing to do though, as that’s their business model, and everyone should hope they continue to make money so they can continue spend it on shows like Game of Thrones. But the problem arises when access to a HBO subscription isn’t possible, or you simply want to give money to HBO without having to have a cable subscription (eg. via iTunes). Or it’s like in Australia, where once upon a time you had to pay the best part of $80 per month just for the pleasure of watching an episode a week after the same season has already ended in the U.S.

These artificial delays are a real piracy promoter. Most reasonable people are willing to wait a short time, say 24 to 48 hours. But a wait of weeks or months is not reasonable, and so it’s unreasonable to expect people to not seek alternative sources for the same content. Whereas once upon a time I might have pirated episodes of The Walking Dead, now, I watch the 33-hour delayed version on what amounts to basic cable here in Australia. It’s a delay I’m willing to live with, and the added value of not doing anything illegal, HD video, 5.1 surround sound and closed captions more than makes up for the delay and the annoying ad-breaks.

Which is why HBO’s anti-piracy policy for the upcoming season will see the network trying to remove artificial barriers and delays as much as possible. A noble effort, but I think one that will still ultimately mean a lot of pirated downloads. HBO shows are a premium commodity, and a lot of people, rightly or wrongly, just can’t justify spending so much in order to watch a TV show. I’m not saying this is right, it isn’t, but that’s the reality, and that’s what drives piracy ultimately. But for those that can afford it, and are now able to pay for it and receive the latest episodes in a timely fashion thanks to minimal artificial delays, then do it and keep HBO going strong!

——

With The Pirate Bay constantly on the lookout for a new refuge, as the Javert-like anti-piracy agencies pursue the Jean Valjean-like website across the vast digital landscape (sorry, just had to jump on the Les Misérable hype bandwagon), the website may very well have just found a new sanctuary: North Korea!

The irony of the situation wasn’t lost on The Pirate Bay, as it seeks the freedom to freely distribute information in a country where that very freedom is very much not a guaranteed type of thing, but their blog post described this as a necessary evil in their battle against US corporations.

Apart from the fact that the daily traffic of The Pirate Bay probably equals the yearly traffic for the entire Democratic People’s Republic, this story also failed the smell test on many other fronts, for many others. Including one blogger who went on to ruin it for everyone by confirming this is most likely a case of clever IP spoofing. Oh well, it was fun while it lasted.

Still, it would have been fun to see the RIAA/MPAA go after the North Korea government owned ISP that may have hosted The Pirate Bay. I’m thinking the DPRK government probably doesn’t respond too well to lawsuits.

And so that’s another WNR. The lessons learnt? Don’t buy the DRM chair. Don’t buy SimCity. Buy a subscription to HBO if you can afford it. And most importantly, buy my Pirate This app (or pirate it, like the title of the game says).

Update 1: Despite my advice above, I did end up buying a copy of SimCity, mainly because I’m still a huge fan of the franchise, plus it was on sale. After finishing downloading the 3GB or so of files from Origin at 3am, to my surprise, both Oceania servers were still full at that time. I will try again later today.

Update 2: I’m taking the next weekend off and going on vacation (for the first time in 7 years). So the WNR won’t be posted at a later time (most likely next Tuesday or  Wednesday).

Weekly News Roundup (3 March 2013)

Sunday, March 3rd, 2013

Welcome to another edition of the WNR. In my excitement last week, I forgot to mention that I got myself a new Nexus 4 to replace my ageing Sony Ericsson. I’m absolutely loving my N4, it’s hard to find much fault with it (the lack of LTE is a bummer, but I don’t have access to an LTE network with my telco at the moment anyway). What amazes me most is the fact that it comes with 2GB of DDR2 memory. I still have DDR2 desktop memory that cost me more to buy at that time than the N4, and they don’t even fit into the same small space that a N4 occupies.

On with the news …

Copyright

The UK is once again showing the rest of the world how it’s done in terms of domain blocking, with the High Court yet again issuing orders to block six more suspected piracy websites, including KickassTorrents and Fenopy.

This follows similar orders against Newzbin (and its resurrected mirror, Newzbin2) and The Pirate Bay, with these previous precedents contributing to how easily this latest order was handed down. UK’s biggest ISPs, who combined account for 94% of the UK broadband market, will have 15 working days to block these websites.

KickassTorrents Logo

KickassTorrents, one of the six new sites to be blocked in the UK this week

With such drastic actions being taken, I eagerly await news of the huge effect this will have on not just the piracy rate, but also revenue for all creative industries. Surely, with these “majors” taken out, revenue should go through the roof for the music, movie and gaming industries, who according to their respective copyright lobbies, are no doubt losing billions of pounds every year to piracy.

I suspect not only will I not see this news item pop up in my inbox, I don’t think anybody is even trying to measure the financial impact of these anti-piracy measures, and anyone trying to do so and coming up with the “wrong” results will be publicly attacked for being biased or incompetent.

France’s HADOPI agency has been somewhat marginalised in recent times, due to a change of government, and the fact that they’ve yet to produce any noticeable results (again, with respect to creative industry revenue, not just the piracy rate). Which means now is the perfect time for the costly and ineffective government bureaucracy to expands its mandate to cover direct downloads and streaming sites, by ways of domain blocking, seizures, financial blockades and even search engine de-listings. They’ve just written a list of recommendations on doing just this, which also includes taking legal action against third parties that refuses to cooperate (so if Google refuses to de-list Vimeo for example, and PayPal refuses to stop their dealings with the video website, then Google and PayPal can both be sued by HADOPI).

To me, these are all solutions to the wrong problem. The problem isn’t the piracy rate. The problem is the monetary losses due to piracy, and it’s amazing to me that we’re implementing solutions left and right without any effort to assess its impact (mainly because we all know the results won’t look good).

Speaking of implementing solutions to the wrong problems, after a delay of what seems like forever, six-strikes is finally happening in the land of the free. The Copyright Alert System (CAS) goes ahead this week, and the major ISPs participating in the program have only just revealed what exactly will happen after subscribers receive too many strikes (refer to link to see what each ISP has in store for you).

Verizon

Verizon is the only ISP to use speed limits in their “six-strikes” penalty regime

Unlike similar systems already underway in other countries, the penalties for excessive strikes will be set by each ISP, and luckily, none so far have opted for a complete account suspension (although this remains an option). Instead, the focus appears to be on education, to inform subscribers what they’ve been doing is wrong, and to let them know of legal alternatives.

So basically, it’s a multi-million dollars a year operation that is targeted at users who are proficient enough with the Internet to downloading tons of pirated stuff, but don’t actually know that what they’re doing is illegal, or know of legal alternatives that they are more than willing to pay for. Might be cheaper to just email the couple of users that fall into this category and tell them to stop it, no?

For the rest that are downloading quite deliberately, all of this will be more of a hassle than a deal breaker, that is if they use one of the ISPs participating in this program in the first place, and if they haven’t bothered to mask their activities from prying eyes (or use download methods not monitored by CAS).

A new report shows that CAS may just be too little, too late, at least where music piracy is concerned. But it’s not because CAS is far too limiting, it’s because there appears to be better ways to fight piracy. A new survey by the NPD group has shown a dramatic decline in piracy rates from 2011 to 2012, some 26% fewer downloads, from some 40% of users who say they’ve stopped downloading pirated music altogether.

Spotify Logo

Spotify and other licensed music services are dealing a blow to piracy, and also satisfying consumer needs at the same time

But instead of this being down to law enforcement action, most of those surveyed who said they stopped downloading say it was services like Spotify that helped them “get clean”. While 20% did say that the shutdown of their favourite piracy stops, and the threat of malware, had convinced them to start doing the right thing (or at least stop doing the wrong thing), nearly half said that legal alternatives were responsible.

And coincidentally, this same week, the IFPI release their annual Digital Music Report, which showed that music revenue rose 0.3%. A small rise, but the first annual rise since 1999. The rise was largely attributed to the rise in digital music spending, up some 9% in 2012. Even the IFPI, a staunch supporter of tougher anti-piracy action, noted that “licensed music services”, such as Spotify, are “demonstrably meeting consumers’ need”. Who’d have thunk it that “meeting consumers’ needs” was a better way of fighting piracy than simply clamping down on those very same piracy service that had been filling the void by “meeting consumers’ needs”.

And it’s also interesting to note that despite a 26% decline in piracy rate, only a 0.3% increase in revenue was recorded. The relationship between piracy and revenue is definitely not one to one, it seems.

If laws and monitoring isn’t working, and you can’t be bothered coming up with legal alternatives, then there’s always DRM! Another week, another anti-piracy patent by Sony. This new patent apparently uses game loading time as a way to detect if the game is pirated or not.

I guess how it would work is that there’s a database of game loading times for the legit copy of games, but if a game is being loaded too quickly (ie. it’s not being loaded from BD, but from a hard-drive), then that would see the game flagged as a pirated copy and loading blocked. Games that take too long to load (eg. from a DVD rip instead of an original BD copy) can also be flagged this way. The system does take into account different media types (eg. flash drive loaded games, versus downloads versus discs).

The obvious problem with this system is that sometimes legit discs can take too long to load too, because the disc may be damaged from wear and tear, or your PS3/PS4 is just having one of those days. It also doesn’t prevent those making piracy-enabled firmware to artificially delay game loads from HDDs to emulate an actual disc load. So anti-piracy wise, it’s unlikely to do much, but it may very well inconvenience many owners of legit copies.

“But this being a patent application means that it is just as likely to never see the light of day as an actual application, but you do have to give Sony credit in finding new and more annoying DRM” is what I posted the last time an anti-piracy patent related story popped up, and the same goes here.

And so we come to the end of another WNR. Hope you’ve enjoyed this issue, see you next week.