Agreed. But so does locking the doors after store closure, a form of RM :-). Stores do it because they think that the loss of sales from inconveniencing customers is dwarfed by the increase in sales from customers who now pay for goods.
Shouldn’t operate that way. You shouldn’t have to lock your doors. But despite everything, stores that don’t inconvenience their customers don’t last long.
I’m not saying DRM is good. But as we see from the sales figures every time this experiment is conducted in the video game space, not using it gets you slaughtered.
I look it as different segments:
(A) I want it free, I’ll pirate it.
(B) I don’t want the inconvenience (and risk) of piracy, but if I can get the legit software for free, I’ll pirate it.
(C) I feel bad if I pirate it, but if DRM is onerous, I’ll pirate it.
(D) I don’t pirate software.
(A) and (D) are irrelevant. The only question is the size of (B) vs. (C). Among young males, I think the size of (B) vastly dwarfs (C) (both of these are dwarfed by (A), of course).
And yes, for other goods not targeting young males, I think you could get away with no DRM.
If only the statistics bore that out. The last great heroic attempt to go without DRM was World of Goo.
(I’m old, and my piracy days are 30 years behind me. I heavily benefit from no DRM. But asking companies to commit suicide just to make my life better would make me feel guilty. Demanding that they do would just be wrong.)
As an aside, I do think the industry has an ethical obligation to come up with standards to allow the consumer to understand what sort of DRM is in games including under what conditions your game will stop working. A few icons displayed on the packaging would do it. I don’t care if games will stop working when they shut down the server, but they should be obliged to tell me that when I buy it.
I doubt it will happen, but informing the consumer of the limitations of the product is the only ethical option.