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Securom what?! :(

posted by elcheezy on - last edited - Viewed by 501 users

OK, I've done the forum searches. I've tried the processexplorer fixes and whatnot, and that doesn't help. Why Telltale, why?

I bought Sam n Max season 1. I bought Sam n Max season 2. I thought I'd try out this Strongbad game for funsies, and if it was good (almost assuredly so), I'd buy that too.

Downloaded the Strongbad demo, installed, ran it... bam, securom check. WHY are you doing this now!? What a terrible idea, in the day an age when the public are raging about DRM on mp3's, and intelligent companies all over the world are ditching it - you go and slap securom on your new stuff?

I've already jumped through a number of hoops trying to get this demo working - not gonna happen it seems. If you ask me to change registry entries, uninstall stuff, update some weird Microsoft apps I didn't even know existed, and force me to waste my time for who knows how long, then damn... sorry guys, it's been a fun ride, but I don't think our relationship is going to work out. Such a dealbreaker... I hate to use use an old cliche, but: "It's not you, it's m-" wait, no, it is you.

No doubt you're going to securom-up any new Sam n Max stuff too, if it comes? Och laddy, what a shame. Guess this is the end, then. It was good while it lasted - you seemed so nice - I'm honestly surprised things got this draconian. :(

Farewellllllllll.... I hope securom's poetic, empty promises and steely frowning gaze fills the void you're feeling.


23 Comments - Linear Discussion: Classic Style
  • Oops, I screwed up while merging the "you were doing so well" thread with the SecuROM thread and the redirect disappeared. :( Sorry, it wasn't intentional!

  • To my knowledge, the lastest version of Process Explorer plays nice with SecuROM.

    Like everyone else on earth, I have at least mixed feelings about copy protection. That said, it's a priority for the company that we protect our games, and it is likely to remain that way. We've gone out of our way to make the protection we use as easy and out of the way as possible. To unlock your game, you can just log in with your Telltale username and password, or enter a serial number if you really want. Activation is a one-time event and then you're done. Also, at the end of the season, we release the games on a disc which uses no online activation, if you prefer the more classic "put the disc in and play" style. We support many unlocks, and we have a great support team.

    I'm disappointed that some companies really screwed up their SecuROM implementation, creating some of the most anti-user software registration systems ever in the process. That said, not all SecuROM implementations are created equal. Sorry you don't like ours, but I think that, possibly issues with older versions of Process Explorer aside, it is pretty transparent to the huge majority of our users. Would I prefer something even more transparent? Probably. But, honestly, I'm pretty happy with where we're at right now.

    Sorry that it rubs you the wrong way! If you have any constructive feedback besides "remove all copy protection," (which, despite being idealistically awesome, is a very tough sell in the piracy-ridden world of PC gaming) I'd love to hear them.

  • (Damn, clicked on the wrong button and lost my reply.)

    Thanks for actually taking the time to reply.

    In all honesty, my issue isn't with your particular implementation of SecuROM, it is with SecuROM itself, in general. That's an ideological thing; I hate their apparent "f the customer" attitude towards games.

    Yes, the latest ProcExp does play relatively nice with SecuROM in that the older versions used to leave residue after closing the program, and SecuROM would still pick up this residue and block access. Now ProcExp cleans up after itself, so closing the program makes SecuROM happy. It still has a tantrum if ProcExp is running while you try to run whatever is SecuROM'd (which is how I know SBCG4AP is thus protected; I like having ProcExp running in the background).

    My objection is on the basis that I don't like the idea of one program dictating what other programs can be running at the same time, particularly when those programs are development or diagnostic tools, rather than other certain tools that generally wind up being used to play copied games (I'm being intentionally vague because I don't know your policy on identifying this sort of stuff by name or keyword). The blocking of diag tools bothers me especially because it seems the only reason for doing so is to prevent a game from being cracked in the first place - rather than to prevent a cracked or copied game from running! - yet games protected by SecuROM are routinely cracked, the protection removed, and the game uploaded for general download.

    So yes, it would be a nice ideal if games didn't feature copy protection. I would argue that it would also be a nice ideal if copy protection actually prevented piracy! I do not have statistics, though I would guess that people trying to obtain a pirated version of a game would simply download a version that already has copy protection removed, via filesharing, rather than download an intact version from the legitimate vendor and then attempt to crack it themselves. And once the game's cracked once, it's cracked for good. Even "authenticate every time they want to play the game" fails if the authentication is totally removed, which is exactly what happens.

    I haven't really got any answers. I applaud the fact that you guys have gone for "authenticate once on install" rather than "**** the customer through their pants and sacrifice their firstborn to Marduk". My dislike of SecuROM is absolutely nothing personal towards Telltale, it's towards SecuROM.

    Summary: password protected install? No problem. I can't run certain stuff cause I might be a spy? Incredibly irritating.

  • The thing I can't accept about DRM is buying things I don't own. When you own something, you can use it at your desire, without having to ask permission to anybody. But if every time I want to install or use certain software, I have to ask permission (aka online activation) to use the product, then I don't own it, I have paid full price for some sort of prepaid rental.

    Not to mention, online activation is just like any other protection, it can be bypassed just as easy as disc based protections.

    Thats why I don't buy any Telltalle game, I'd really like to, but I just can't.

    At least I have the hope that if DRM-free online stores like Blizzard Store or Good Old Games (GOG) have success, more publishers will do the same.

  • Okay, well, we do provide a disc that has no online activation for free at the end of every season. If that helps.

  • True, but it uses Securom, an intrusive protection that has crossed the line of malware long ago.

  • We haven't turned on any of the malware-ish settings. All it does it check to see if the disc is in the drive. It doesn't install any securom components on your computer (and neither do the downloadable versions)

  • I would just like to chime in and say that I hate DRM with a passion. Despite my intense love for all things Sam and Max, I held out on buying the games until just the past couple months because of your DRM. The *only* reason I finally bought them was because I learned about the DVD option, and even then I did so with much fear and trepidation.

    Now, I don't visit pirate sites, so I have absolutely no idea if Sam and Max has ever been cracked, but it seems to me that if it *has*, then your argument about protecting your games is somewhat hollow. If they are available illegally, then putting DRM on your product has only succeeded in slowing your sales and annoying your customers.

    If, on the other hand, your products have not been cracked, then I congratulate you on implementing the only effective DRM system that the world has ever known.

  • @baggins said: Now, I don't visit pirate sites, so I have absolutely no idea if Sam and Max has ever been cracked, but it seems to me that if it *has*, then your argument about protecting your games is somewhat hollow.

    It's obviously impossible to prevent piracy forever, and that's not our goal. I don't think we've ever made that argument, in fact.

  • OK, fair enough. I must have misunderstood. When you said, "it's a priority for the company that we protect our games", I took "protect[ing] our games" to mean "preventing piracy". If that was not the case, could you clarify what you did mean?

    BTW, I do hope I'm not coming off as just a harsh, cynical critic. I've been a fan of interactive fiction of all forms since the days of Infocom and I've been following Telltale's progress since the very first press release announcing the founding of the company. I genuinely *want* to see Telltale succeed in keeping commercial adventure gaming alive and I love the idea of the episodic model.

    That's why I'm so concerned about the whole DRM issue. If even minimal, relatively unobtrusive DRM could keep someone like me, a die hard adventure gamer and rabid Sam & Max fan from buying any of your products for over a year (or was it over two years, since S&M came out?), I hate to think how many other, less enthusiatic people who might have fallen in love with the product could have been been soured on the idea.

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