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Pretty sure DRM started out as an industry idea. Regardless, it all pretty much had to happen the way it did. At the time, none of the major studios would have considered releasing DRM-free music.

The had to be shown that it would work first.




Maybe DRM is an idea that comes from anyone who creates content and wants to get paid for it.

Yeah, most of the DRM implementations out there are a PITA, but what choice do content creators have anyway? I recently read that 90% of the installed base of World of Goo was pirated. How would you feel if someone stole 90% of your web startup's source code? Oh, you say you lock your source repository that down with tight security at the network and server level? How is that conceptually different from DRM, exactly? I realize that the implementation is very different, of course, but that's not my point.

Besides, I don't expect DRM implementations to be so painful in the future. DRM on PCs sucks because it attempts to close the barn door after the livestock has escaped. If you want to see a device where content control was built in from the ground up, consider the xBox, which is basically a special purpose PC that with tightly controlled installation rights and distribution of content. So the DRM can be relatively unobtrusive.

Or look at Steam, which has gotten quite a bit better than it was a few years ago. And they've been experimenting heavily with bringing down the price point for games, now that every paying user doesn't have to subsidize 10 thieves.




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