Square Enix: DRM Is Here To Stay

There may have been a time in the past few years when you’d have sworn DRM was on its way out the digital door. Between free-to-play games, strong consumer feedback, and the overall failure of DRM to actually stop anyone actually interested in pirating games, movies or music, there just didn’t seem to be much point any longer. With the advent of new crowdfunding business models, DRM made even less sense. But not only is DRM still around, legacy players using it are actually torpedoing otherwise useful leaps forward in business in story after story. And, despite the fact that some entrenched industry players are wising up to the futile nature of DRM, others are digging in their heels.

Such appears to be the case with Square Enix, the game producer responsible for such franchises as Final Fantasy. Square says DRM is here to stay, despite all of its problems.

Adam Sullivan, Square Enix America’s Senior Manager of Business and Legal Affairs, informs TorrentFreak that the company’s choice to include DRM in its products has its roots in a simple concept – maximizing revenue.

“We have a well-known reputation for being very protective of our IPs, which does deter many would-be pirates,” Sullivan adds. “However, effectiveness is notoriously difficult to measure — in short, we rely on the data available to us through our sales team and various vendors, along with consumer feedback.”

It’s an interesting comment, in that it doesn’t make a great deal of sense. The consuming public is notoriously anti-DRM, all the more so assuming Square Enix is primarily listening to the feedback of actual customers. Why would they be in favor of DRM? They’re already paying. As for the feedback of the sales and vending partners, I assume it’s no secret to them how laughably easy it is for anyone interested to circumvent DRM and pirate simple games if they’re so inclined. Here’s the amazing thing: most people aren’t so inclined. Assuming a product is of a certain quality, priced to meet customer demand, and convenient to purchase, most people aren’t interested in pirating these items. I know this because, as already stated, piracy isn’t that tough, yet Square makes a great deal of money.

“The key to DRM is that it can’t interfere with the customer’s ability to play the game,” Sullivan says. “It’s not uncommon for people to get a new computer every few years, or to have multiple computers. Sometimes they don’t have reliable internet connections. There’s no perfect solution yet.”

Sure, but such imperfections only effect paying customers, which is the entire problem. There isn’t a single pirate out there jumping through your DRM obstacle course, or finding themselves unable to jump through it. Just the paying customers. And Square’s reaction to this?

“This depends on your definition of DRM, but generally yes — I think DRM will be essential for the foreseeable future,” Sullivan explains.

Essential isn’t the word you’re looking for. The correct word would be futile. But, hey, go on throwing those obstacles up for your customers while the pirates walk around them; I’m sure that will work out well in the long run.

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