joetainment wrote:"The non-Steam version of the game available from D2D and the Clones Store does require a key to be entered when you start the game for the first time. I am sorry if it takes 10 seconds of your time to enter a key to play a game that took us years to build."
The above statement shows a high level of ignorance about the issues of DRM in general. It is a major concern to many consumers, and our concerns are valid and deserve to be respected.
I regret making that shallow remark, and I am sorry. When it came time in the development process to decide if we should use a DRM, and if so what kind; I can reassure you that a lot of thought was put into this,and it wasn't easy. I will explain, in detail, the type of DRM that is used in the non-Steam build, and the rationale behind it, and hopefully it will clear up this issue.
First of all, I want to say that not all DRM's are equal: there are different types of DRM, different implementations, different levels of restrictions, and different opinions on what is acceptable DRM. So please approach this with an open mind as I explain the DRM as implemented in Clones, and why it was done that way.
Clones uses a short nine alpha numeric key you need to enter when you play the game for the first time on any machine. You *do not* have to be on the internet to activate the game, so essentially it acts like a simple serial number. We really wanted to make it convenient and easy to enter the key, so that is why it is only 9 digits long (unlike other software with really long keys). If you are connected to the internet, then Clones will also check that it is a valid key from our database, and ensure that it wasn't used too many times. This online validation is required to enable the online services provided by ClonesGame.com. The current activation limit is configured high enough, that you can install Clones on all computers that you may own. I'm not going to say what the activation limit is, but let's just say it "very liberal" and I would be very suspicious if anyone has that many computers that they own.
The reason why we need a DRM for Clones is to control mass piracy, but more importantly it is to ensure that the online services provided by ClonesGame.com are not abused, which is the reason for online validation of the key. So what kind of online services are we talking about? We have per level leaderboards, singleplayer rankings, multiplayer server listings and connections establishment and relaying, multiplayer leaderboards, avatar publishing, custom level publishing, and automatic updates. Now imagine if we released a completely DRM free version of the game, it would become easier to pirate, and then our servers would be providing online services to people who didn't buy the game. It costs money to upgrade servers, purchase more bandwidth, and perform maintanence. We can't afford, as an indie developers to let the pirates abuse our online services, and degrade the experience of our paying customers.
joetainment wrote:Thus, a serial number is ok, if I am given such a number, and if I do not have to be online to enter it. If I have to be online, then it is forcing me to ask permission. This is insulting to me for a wide variety of reasons, not the least of which is the intrusion to my privacy.
Thus, DRM free means: Can I install and play this game on a computer that won't ever be connected to the internet (or firewalled off) without asking permission to do so, and with confidence that the game doesn't install some kind of additional malware that is not a valid technical requirement for playing the game.
According to your definition, it seems, Clones is DRM free because you do not have to be online to enter the key and play the game. We specifically implemented it this way because we didn't want the DRM to be too aggressive and only work for people who have an internet connection. However, the moment you want to use the online services of ClonesGame.com, it will validate the key online (transparently) when it detects an working internet connection. This is done so that the online services are not abused by pirates.
joetainment wrote:I have purchased a huge number of games from independent developers, but I only buy DRM free games. Here are some examples of games I currently own, all of which are fully DRM free:
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In any case, I would encourage you to note that all of the games above were successful without the need for DRM, and that many customers consider this an important factor in our decision to buy.
All those DRM free games that you listed are singleplayer only and do not have online mutiplayer or any online services that integrate with the game itself. So, it is unfair to compare those games to Clones, as the effects of piracy are not the same.
joetainment wrote:Also, DRM only hurts paying customers. It does not work to stop pirates. A quick google search will show that even extremely advanced DRM systems, such as Ubisoft titles, get hacked quickly. It's the paying customers that DRM hurts. If I wanted to play a pirated version of your game, I'm pretty sure I already could. However, I don't want that. I want to buy a real copy.
Can you provide a specific example how the DRM in Clones hurts paying customers? We made the process as painless and liberal as possible, taking into account as many cases as possible. I think paying customers are benefited by the DRM because it ensures better online services. Fortunately for us, because Clones takes advantage of many of the online services provided by the server, any pirated version of Clones will not function fully, no matter how elaborate the hack.
I anticipate that the explanation and justification provided is sufficient and clear and if there is anything that requires further clarification, I will be happy to follow up. I will update the main page to include a section describing the DRM in Clones so as to inform the people who are concerned about this issue.
Thank you for bringing this to our attention.