There has been a large uproar over the recent UBIsoft DRM Debacle that has caused many to change their stance on DRM or, perhaps more accurately, become more vocal on their opinion.
The common statement that seems to be repeating is that DRM only hurts the consumer. When UBISoft’s DRM servers went down it meant that no one could play Assassins Creed 2, at least that is what it should have meant. There were still people playing the game. Those that were still playing were the people who the DRM was explicitly designed to stop – the Pirates. 24 hours after UBISoft first adopted their current DRM strategy, pirates were able to get around it and play unimpeded.
The issue at hand is that content creators feel, and perhaps rightly so, that they should be able to control who has access to their works. Valve’s Gabe Newell recently stated “One thing that you hear [Valve] talk a lot about is entertainment as a service. It’s an attitude that says ‘what have I done for my customers today? It informs all the decisions we make, and once you get into that mindset it helps you avoid things like some of the Digital Rights Management problems that actually make your entertainment products worth less by wrapping those negatives around them.”
I think this is an important point and it is this point that allowed me to come up with a proposed alternative to DRM. Let me use the Gaming industry in my example. Currently new games retail for around $60 when they are first released. This, to many, it a pretty hefty price and could easily be a justification to pirate games. What I would propose is the following:
Gaming purchase loyalty plan
This would be a plan instituted by the publisher of the game. A new game comes out and a customer buys this game for $60 bucks. That customer is now a part of the loyalty program. A few months later the publisher releases another game. This game costs $60 bucks but the customer referenced earlier would only pay $50 – A discount for being a loyal customer. Month later the publisher releases another game. Again this game retails for $60 but now the customer who paid $50 before now pays $40. This process repeats until the customer is paying $30 dollars a game and then every subsequent purchase is for the same $30 dollars.
As a publisher you have now created something of value – the repeat customer. If the price point get better as a customer invests more into the company than there is incentive for them to continue purchasing.
This same model could be applied to the e-book industry, Music industry, movie industry etc. Rather than pushing your customers away and towards more unsavory yet increasingly attractive means of obtaining your product you are providing them with something they can embrace.
