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drm-definition.xml (3705B)


  1. <!--
  2. Copyright © 2014 Haelwenn (lanodan) Monnier
  3. SPDX-License-Identifier: LAL-1.3
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  5. <entry>
  6. <title>On the definition of DRM</title>
  7. <link rel="alternate" type="text/html" href="https://hacktivis.me/articles/drm-definition"/>
  8. <id>https://hacktivis.me/articles/drm-definition</id>
  9. <published>2023-11-10T09:04:13Z</published>
  10. <updated>2023-11-10T09:05:13Z</updated>
  11. <link rel="external replies" type="application/activity+json" href="https://queer.hacktivis.me/objects/75381fed-55e5-4428-9381-0b1183eecc7f" />
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  15. <p>
  16. Warning: This is a rather thorny question, in the same style of debating if a particular product or software is under a <abbr title="Free Libre Open-Source Software">FLOSS</abbr> license or not.
  17. It's also deeply linked to laws, and I am not a lawyer, do not take this as legal advice.
  18. </p>
  19. <p>
  20. That aside here's how I define DRM as: A juridical backdoor which serves to restrict more or less fundamental rights like private copies, private modifications and effectively interoperability (which is one of the copyright exceptions in the European Union).<br />
  21. I see technical means as irrelevant or even a gigantic trap, PDF for example uses a bit flag to restrict printing, making it effectively non-existant if you're not following the PDF specification to the letter.
  22. </p>
  23. <ul>
  24. <li>What's the difference between a mere <a href="https://en.wikipedia.org/wiki/Video_game_modding">mod</a> (legal privately, redistributions of them are typically tolerated) and a <a href="https://en.wikipedia.org/wiki/Software_cracking">crack</a> (illegal, always)? DRM.</li>
  25. <li>Is a software or network dependency a DRM? Not on itself, it becomes DRM if becomes illegal to circumvent it (Some of those dependencies are particularly annoying and ought to be avoided though).</li>
  26. </ul>
  27. <h2>Steam</h2>
  28. <p>This is a rather controversial part, but I want to address it. My position on it is:</p>
  29. <ul>
  30. <li>A lot of games rely on Steam (sometimes only for achievements): It becomes DRM if fixing the hard-dependency via mods or a shim is illegal;</li>
  31. <li>There's games on Steam ship with Denuvo and other DRM solutions, I don't remember if those are explicitly noted as such (edit: It seems like Steam is marking those, not sure if systemically done though);</li>
  32. <li>The main steam client (<code>steamcmd</code> even if official is excluded here) itself is a deeply annoying games installer with forced auto-updates, making usage of it offline a challenge. I'd call this a botnet, not DRM.</li>
  33. </ul>
  34. <p>Or said otherwise Steam is an unfortunate vector for DRM, quite like a CD player is with games trying to require physical copies of CDs to be present for playing. And just like the CD-era, it is hard to know if a particular game has DRM or not on Steam, much better to bet and support stores with a stance against DRM.</p>
  35. <p>And personally I much favor games where I can get the art under whatever licensing/price and get the software part with source-code under a libre license (or be able to use third-party software), for example Quake 1&amp;2, Doom 1→3, and Visual Novels using a generic multimedia-player style of architecture like ones based on KiriKiri (GPL!) and DNML (RenPy would be there if it wouldn't use a language like Python in the scripts…). Effectively because I want to be able to play games regardless of what OS or CPU architecture I'm using (examples: {x86_64,aarch64}-linux-musl, Plan9, illumos, …).</p>
  36. </div>
  37. </content>
  38. </entry>