Counterintuitive Design Choices in Gaming: SecuROM

There have been many times this generation where we’ve gone to do something, be it charging a controller, installing software, or simply playing a game, and been met by horrid and counterintuitive design. These moments are incredibly frustrating not because the product isn't working, but because it is working precisely as intended. At one point, someone thought that these ideas were completely acceptable, sensible, and downright good choices to make. Looking back, this obviously isn’t a new phenomenon, and people have been making terrible choices for a while now, dating back to the earliest days of gaming.
Counterintuitive Design Choices in Gaming: SecuROM
Trying to keep a game from being pirated is a noble goal, and one that, while likely futile, is a necessary evil in order to turn a profit in the PC market. In olden days, publishers would include special glasses, rotating wheels, and everything short of straight-up voodoo to prevent a game from being shared. However, as home computer technology has improved, so have the means to copy games. Inevitably, the backlash from the game publishers has been fierce.
This is where SecuROM comes in. On the surface, the simple goal of SecuROM is to lock down a game so it can’t be pirated. Generally, it takes the form of software that is bundled with games, requires online activation and limits the number of times each game can be installed. This alone isn’t a problem – people who find this aspect of SecuROM draconian or wrong are, in my opinion, out of their minds. PC piracy is an real issue, and costs the industry countless dollars a year; and if it takes online activation to solve this problem, then that’s not an issue. Even limiting the number of times someone can install a game isn’t really as much of a problem as people seem to pretend it is, and if that’s all it took to prevent PC Piracy it would be a small price to pay for the success of the platform.
The problem is SecuROM doesn’t work.
At all.
EA’s Spore, which was a flagship title for the anti-piracy software, was leaked onto the internet over a week before the game hit store shelves, and many of the top downloaded games of 2008 had SecuROM sitting uselessly, completely incapable of preventing piracy - its one and only goal. It hinders gamers who legally tried to install the software and doesn’t seem to stop regular game pirates at all. In fact, aside from the boycotts over the piracy protection, many have reported purchasing a game only to have the game’s installation error because of the protection, and have followed up this action by; you guessed it, downloading the game illegally. Because of this, SecuROM might be the most counterintuitive software ever created.
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- Comments
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I agree with WiNG. Steam works brilliantly.
Mikey Hamz
Thu, 22 January 2009 05:09PM
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We all know SecuROM sucks, but as Penny Arcade illustrated, it will go the way of the slider puzzles, the key sheet, and the dongle.
FemJesse
Thu, 22 January 2009 12:43PM
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Double Jump is kind of moot anyway, even in games like Super Mario Brothers 3 the height of your jump was determined by how long you held the jump button down... you could do a "mini" jump by tapping it quickly.
Double Jump should have always been the maximum height of your regular jump... its even easier to control that way.
FemJesse
Thu, 22 January 2009 12:41PM
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I 3rd the double jump thing.
It has become a staple for no reason. After all, why on earth should anything have a double jump, except maybe if your character can jump and then use some kind of jet pack boost.
WiNG
Thu, 22 January 2009 11:09AM
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Sidenote about the double-jump, Karoshi:
I have a friend who beat 2/3's of Spyro the Dragon without realizing she had a double-jump maneuver. She says it was possibly the most frustrating experience of constant death and repeat until she made each jump. Ridic.
Raccoonacorn
Wed, 21 January 2009 10:56PM
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Can you do one about the 'double-jump' in 3d platforming games?
It's such a bullshit level design trope that needs to be addressed.
Karoshi
Wed, 21 January 2009 10:02PM
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You know, I just noticed that you're using the Virtual Boy as the background image.
J-Man
Wed, 21 January 2009 07:58PM
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Note to all game devs:
Use Steam. Everybody wins.
That is all.
WiNG
Wed, 21 January 2009 05:09PM
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