• I feel like there needs to be some kind of way of recording what games have been purchased (licensed) so that if a store were using goes out of business we should be able to get it from another store, at least for a very reduced price just to cover their costs.

  • So if I download a pirate copy, I’m in the clear because I purchased a license.

    Doesn’t GOG provide the games without copy protection? Doesn’t that mean you can actually back up your installed games?

    In any case, these services should allow their customers to download a digital copy of an ISO or an installable package of the game so it can be saved as a backup and installed independently.

    • So if I download a pirate copy, I’m in the clear because I purchased a license.

      Nope since the copy of the software was obtained with someone else’s license. That said this would be hypothetically impossible to prove in court so 🤷

      Circumventing DRM is questionable since I think it’s illegal to distribute but not own. So let’s say you have a CD installer for the Sims and download a crack exe to launch it without the CD. You are in the clear but the host for the download is not.

      GOG or backing the game up yourself is the only way around this.

    • When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you’re really not very price sensitive at that point in time. A consumer gets engaged in a property, they might spend 10,20,30,50 hours on the game and then when they’re deep into the game they’re well invested in it. We’re not gouging, but we’re charging and at that point in time the commitment can be pretty high. But it is a great model and I think it represents a substantially better future for the industry.

      I was reminded of this. They would if they could. I am glad i am not living in that timeline.

      • I thought it would only apply to certain games. I feel like it’s just normalizing it rather than really being educational. Now companies can go fullboar with games only being a license and just point to the disclaimer as an excuse.

        • You only buy a license to watch/listen media private in most cases. Even if yo buy a DRM free copy of a film/track/game, you only have a license to consume it private. If you want to show (or share) with public, you need another (way more expensive) license to do that legally.

          The only difference is, when you only stream the media or there is DRM on the files, it is not possible to archive it easily and the danger of lost media is far greater.

      • GOG themselves literally said that you do not, even very recently. You own a license like every other customer, and it can be revoked at their discretion.

        GOG choose to exclusively sell games for which they can sell DRM-free versions, which is a great option for consumers. It is not a straightforward decision however as this is, whether it is a priority or not, a tradeoff for the things that Steam integration provides - cloud backup, mod workshops, multiplayer functionality etc.

        Steam also sells plenty of DRM-free games, and offer customers the informed choice when selling Steam DRM and Third-Party DRM controlled game licenses.

        This is not an argument that Steam or GOG are objectively better. But it is a straightforward lie to state that the license you buy from GOG is legally different from the one you buy from Steam. What is different is the possibility or otherwise of DRM software being used to control your adherence to the license.

          • It is usually also followed by “but I can download my installers and then I can have them whenever I like” as if it’s a sane idea to store terabytes of offline installers for the day that GOG goes out of business.

            I mean, I also have terabytes of offline installers for the day that Steam or GOG go down. On other people’s computers. In a, uh, distributed distribution system.