there are launch partners, and there is no DRM because it is intended to be open-source.
(DRM...also, why exactly would a consumer want DRM? it is an open source console...no reason to pirate anything if there are no restrictions on the product)
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Correct. Isn't a game out there I wanna play enough to deal with any level of BS.
Cool thing about Rainbow 6 is that is doesn't use dedicated servers so that even years without support from XBOXlive or Ubisoft, I can still hop on a game and "kill me some terrrrerists, cuz 'merica". iRacing, LFS, GTR series, MSFS, all seem to work just fine without BS.
Well look at the Dreamcast, no copy protection there. It wasn't the piracy that killed the console, it was that it came between the PS1 and the PS2/XBOX. It lacked the extensive software library that the PS1/PS2 shared, and it graphics were behind the PS2 and XBOX. The ability to play games online (I logged a fuckton of hours on Phantasy Star), and the quality of it's graphics were light years ahead of what we had seen at the time, but the announcement of the PS2 and pre-rendered trailers meant that the PS2 blunted a lot of the demand for the Dreamcast. Additionally the controllers for the DC were a bit unwieldy and expensive.
Without the announcement of the PS2, or with more of a lead time prior, the Dreamcast probably would've stayed a viable competitor. Unfortunately, it slotted right between the generations and never managed to get enough momentum to overcome the PS2 launch as it cost quite a bit more than the Playstation 1 (and later the PSOne that was released alongside the PS2.)
In truth most of the games I have on Steam I play offline, and I don't generally venture online for them. Steam's constant updates are quite annoying (and use up valuable data if you have a data cap on your internet), and DRM is hardly worth the effort. Out of my entire library of Steam games, I haven't paid more than $30 for a single title, and only 2 games cost me that much (Borderlands 2 and Skyrim.) Most of my games I paid a couple bucks for, and that's that.
Diablo3 should've proved that always on DRM is a failure as a business model as it will push consumers away when it fails.
http://en.wikipedia.org/wiki/Dreamcast
while i grant you that being "between" generations didn't help, let's not blow smoke up everyone's ass. ALL consoles have had some form of DRM since probably the original famicom--if not before. it's a never-ending battle between pirates/cloners/copiers and DRM mfg's--but that doesn't mean that developers are willing to throw in the towel and just give people a free-pass at cloning the bejezus out of their software.
i don't like DRM--and certainly not in it's latest, draconian forms. that said, when you start targeting used game sales via such measures, something WILL give--and it's usually the profit margins of the company involved. i feel there's a healthy compromise between handcuffing users and giving them free reign to do anything.
just remember, until you provide some measure of protection for developers, they aren't going to want to make software for your system.
The Dreamcast had little to no DRM then. You could easily download and burn ISOs of a lot of games, or just a straight disc to disc copy, and play without a problem. And some required a boot disc to replace the difference in data capacity between the original disc (something around a 1gb as I recall) and the standard CD rom disc (700mb.) But a lot of games were small enough to fit onto a standard CD without an issue.
Dreamcast didn't have much of an operating system as I recall, which could be why the DRM was so lax.
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