Originally Posted by aldfig0
Think about it. If no DRM = more sales, then no game companies would have DRM, as the objective of a company in a free market economy is to make as much profit as possible, right? They have people that analyze this stuff.
That's funny. No they have a "play book". You always totally overstate sales. It's called "fake it till you make it". The record companies do this. The game companies do this. The movie companies do this.
They shoot for "believability" or "credibility". They aren't going to say an empty theater movie broke records but they will fudge with reality in any way possible. Just like when a credit card company jacks interest to 25 percent and runs interest up for 18 months before booking a loss. They overstate losses. The credit card companies did this to sell the debt off to collectors at half price which pretty much made them almost whole on the debt anyway after the jack up phase. This worked for about 4 years until all the collection agencies started imploding. The record, movie and game companies simply overstate losses through piracy.
This statement is called a "battleship moment". When you totally lose something or it goes horribly wrong or it doesn't work as intended. You simply "declare victory". Battleship moments are usually followed by throwing a shoe moment. Or throw a fit moments. They are probably getting emails galore about this.
Anything less than a full blown terrorist attack implies consent and acceptance of the battleship moment. Which starts as full blown terrorist attacks and eventually gets whittled down to whining or harmless displays of anger with no real damage that is punished severely.
This is called the sociopathic process. It's goal is creation of willing victims or acceptance of willfull expressions that are wrong or damaging to elements of society through monopolization of punishment and reward and distortion of cause and effect and eventual underlying meaning of expression of rebellion.
They don't have an analysis. They have a leadership expression. And it goes precisely exactly like I've analyzed it.
This has always been software's and computers true underlying goal of sociology. The expression of giving without any actual giving. Getting something without giving any rights or control over to the person who gave you something real. It's the "virtual propertization and enslavement" process of our cognitive state. Which includes throwing responsibility onto the end user. Who usually has no recourses or little recourses of action and is fully responsible for any and all pain in the butt, efforting, whatever it takes to get something to work. Which is put on another slippery slope of degradement. Starting with companies charging you for a game then paying to ship patches to you. Ending up with companies charging you for wide area beta quality material forcing you to pay 75 bucks a month for internet connection to patch something silly which ends up in the end of the sales cycle a full year or two later STILL not working.
Companies using data structures and database structures that do not work, will never work resulting in a broken product. But refusing to tear out the game feature that causes it. Companies that use graphics engines that do not stream smoothly do not have playable frame rates on most things, have way too many bugs in way too many complex data structures that are simply pulled off the developement server and patched in by people with little understanding of the underlying bare bones workings.
And you will eventually end up with a duplication situation. Where internet games, phone all use the same network but they try to make you pay for it 3 times to 3 different people. Demanding a seperate connectivity set up for phone, game machine and computer. It will all be internet but you'll pay phone company for the "right" to get through the first route box. You'll pay game machine company for the right to get through the "company store" route box and you'll pay cable phone or game company for the right to hook a regular computer up to the "network".
The first part of it is making a world that just doesn't work at all without these "rights" to connect. The second part is ensuring you store all data externally so if you disconnect you suffer a real loss. Not just a rant blow up that only punishes the company. YOU HAVE TO LOSE AFTER YOU PAID AND THEY GAINED. ALL sense of loss, and all loss must be put on the end user (customers) court. And all gain and all winning must be in the hands of the corporations under each and every situation. Then you simply fill the digital world with "moderators" and socializers that are always slapping your hand or yanking your chain.
These are things sociopaths dream about night and day and work towards night and day.