Showing posts with label protection. Show all posts
Showing posts with label protection. Show all posts

Tuesday, May 10, 2011

Why I Don't Use Steam

Every time it comes up in conversation that I don't use Steam, I get asked why. So this post is an easy link to keep me from explaining myself over and over again.

There are three reasons I don't like Steam.

The first is the one that made me actually stop using Steam: the full-price ($60) games I bought from Steam never seemed to work. They crashed my machine, or they required third party spyware that wouldn't install - just a nightmare. Customer service was never any good - they have the standard "did you try rebooting your computer, I don't actually have any power to do anything like refunds" shit.

So I was getting leery of Steam. I saw the newest Civ available on Steam and said, "No, I'll go buy it from a store." With my shiny physical box, I came home feeling giddy and went through the hour-long installation process only to find... yeah, Civ required Steam, even though I had a physical disk.

Well, okay, that's fucking suspicious. Sure enough, a week later Steam force-fed me an "update" that broke Civ. With no way to roll back.

So fuck Steam.

The other two reasons are less severe, but in the long run they would have probably resulted in me using Steam a whole lot less even if they hadn't actively screwed me.

One is that I really hate the bloatware Steam insists on running in the background at all times, especially when you're trying to run a high-end game that needs all your system resources. I love the way that it is part adware, part spyware - I mean, "piracy prevention". It exists solely to screw the customer, rather than be helpful.

"But it helps you search for games! And manage your downloads!"

Yeah, those things can be done with web pages. Try gog.com or GamersGate - they use no bloatware, no ad server, and I highly recommend them over Steam.

The other reason I hate Steam is because of the fundamental problems with "always on" gaming. This is a blight, and creates dozens of issues. Steam is far from the only offender - all three consoles have the same problem. Always-on gaming really deserves its own post, but I'll quickly mention a few things that are wrong with it.

1) "Piracy prevention" that requires you to have an internet connection, the same computer, be logged in, have the most recent patch, have not modified the game I own, and so on.

2) "Dead man switch": when the central server goes down, nobody can legally play the game. Happens far more frequently than you think.

3) "Social at any price": breaking the immersion of the game to keep reminding you who else is playing the game and what their scores are. The number of games I've bought that I wanted to play with strangers? ZERO. This is also responsible for the rise in "trophy rewards"... my life has been much more peaceful since I learned how to turn them OFF.

4) "Paid DLC". This concept is, on its own, a very serious and horrible nasty shitty thing.

Paid DLC has a lot going against it, despite the fact that many people support it. I'll enumerate those, using letters this time.

a) The first playthrough is the most delicate. It's where the user forms an emotional connection to the setting. Added content is great for extended play, but paid DLC doesn't want to wait, and disrupts the initial playthrough with ads and metagame madness. I think this stunts the player's emotional investment.

b) Paid DLC usually means suppressing non-paid (IE fan-created) DLC. After all, it's competition. While it's theoretically possible to support both, I haven't seen many successful examples and I don't expect to see many.

c) It is often an excuse to release less content and charge for extra. For example, the only reason Sony didn't have my credit card info is because they wanted to charge me the price of the full game for the DLC for Disgaea 3. I love Disgaea, but it's being ruined by DLC.

d) DLC fundamentally doesn't fit into the "flow" of a game. Allowing the game to be extended and twisted at any time only works for certain kinds of games. Most games have a beginning, middle, and end. If you add crap in somewhere, you'll end up with the pacing and balance getting screwed up. This seems like a minor problem until you realize you've quit before the endgame because it's gotten boring.

Anyway, that's why I hate "always on" gaming, and Steam in particular.

Monday, April 26, 2010

More on Omnipresent Anonymity

You may remember I wrote this essay on a scifi setting. Since then I haven't been able to get it out of my head, so I'm going to write more on it in a less sci-fi sense.

We publish loads and loads of information to the internet. Common practice is to shake your finger at anyone who posts personal information to the internet.

But it's just impossible to not post personal information to the internet and still participate. There is a fragile layer of anonymity between your anonymous accounts and you. This gets even more fragile if your anonymous accounts are used to communicate with real-life friends, such as a facebook user who calls himself a random string of characters. You don't even have to know the communications: you just have to know that they happen.

Most geeks promote privacy awareness. Go into the options, set everything to private. Hide hide hide!

There are three problems with this. 1) It only takes a few "open" nodes to de-anonymize ("dean") an entire network, and given the lack of incentive, people are likely to remain open. 2) Going "quiet" and hiding away your info cripples the functionality of a social network. 3) It's becoming ever easier to mine even tiny leaks of data. Whether a friend accidentally mentions your name, or someone backtracks your IP address, your anonymity is not guaranteed no matter how "hidden" you try to be.

As our social use of the internet grows ever denser, it will become almost impossible to live your life without posting photos and video of yourself to the internet in the same way that we use email today. It's theoretically possible that some of that might be private, but if even a fraction of it is public, a huge portion of those connected can be deaned (de-anonymized). It's going to get worse and worse as our real social networks become increasingly reflected in our software social networks.

In my opinion, privacy advocates are really grasping at the last fragments of How Things Were. Right now, it's basically possible to keep hiding. I don't know for sure that all of my friends have various anonymous accounts, but they almost certainly do. I know I do. Right now, that's fine: there are very few programs automatically trawling the internet trying to make these connections. There aren't very many things actively trying to dean the internet.

But it's getting easier and easier, both in terms of available data to analyze and in terms of algorithms to do the analysis. It's important that privacy advocates realize that the idea of promoting anonymity from the user side is going to be basically impossible.

So, the problem needs to be turned on its head. The problem isn't "how do you keep users from posting private data", the problem is "how do you keep private data from being abused".

An analogy I liked is the one about public meatspaces. If you and a friend are chatting in public, you might talk about his medical condition. If a stranger then rushed up to try to sell him homeopathic lies targeted at his medical condition, nobody would ever think your friend was the one who was weird: it would be the spy that was weird. If he did it a lot, the police would take him in for being a public nuisance.

So if I'm talking to you on the internet and we mention your medical condition, Google offers us homeopathic lies instantly and automatically, and probably logs that targeted ad for reuse later. Your medical insurer two years from now, if they find that conversation somehow, might deny you coverage based on the fact that you had a "pre-existing condition". There are already rumors of insurers canceling treatment based on social media - such as the depressed person whose treatment was discontinued because she was seen smiling in a picture on one of her friend's social network pages.

Even if it was possible, it's inhuman and dangerous to make us responsible for staying absolutely silent, absolutely hidden. Humans are social beings, the internet is a social medium. Being abused by corporations and repressed by governments is nothing new. We don't generally say, "well, you shouldn't have said that you disagreed with the government!" We generally say, "hey, the government shouldn't be persecuting you just because you said something!"

This is the same situation. Obviously, being force-fed stupifyingly bad ads is not the same thing as being rounded up and blacklisted in McCarthy's Big Red Book, but both stem from the same problem of people outside a conversation listening in and taking action based on what they hear. Conversations that were never intended to include them and certainly were never intended to be definitive, permanent, public statements.

So, there are two basic responses to this.

One is to revamp the underlying architecture to make everything incredibly privacy-aware by default. I think this is a good idea, but I also think it's pretty much impossible, since a social network is inclusive by nature. As social networking becomes the primary use of the internet, it seems unlikely that we're going to create a new network that specifically damages that function. Still, we could do better than we're doing right now.

The other option is to do what we always do: legislate it.

It can be legislated from two sides. One side, probably the easier side, is to restrict contact between entities and use of data gathered on-line. You are allowed to gather data. You can dean the network, find that XRSOXGAL8727 is Jenny Smith. But you aren't allowed to use that information for anything. No targeted ads. No redirecting links. Only when a user explicitly allows this sort of thing is it allowed. Steep fines if you break that rule.

There are a few problems with this. One is that spam is basically impossible to track down. Every day I get spammed with fairly well-targeted spam: my interests are pretty transparent, so spammers target me pretty specifically. A lot of this spam comes from anonymous sources, people I could never track down, people the government would have to spend a fair amount of time tracking down. Still, that's okay, because I'm not trying to stop anonymous spammers. I'm trying to stop Google.

Another problem is that it might be difficult to draw the line between someone who is actually trying to socially contact you and a spammer. For example, if you post about squids and I send you a link to an interesting squid article, I'm not trying to spam you, I honestly think you'll find it interesting. I think that line can be drawn fairly easily - number of entreaties per day per organization or somesuch - but it is an issue that has to be kept in mind.

Also, there is the problem of UNTARGETED spam. When I visit a science site, there are sciency ads. This is not because they know who I am, it's because it's a science site. However, I can forsee a lot of cases going to court that stumble over this distinction. Personally, I would prefer to make it illegal for them to spam me without my permission, targeted or not. But I understand that's an extreme view.

Anyhow, we also have another kind of legislative option: to make it illegal to dean data. To make it illegal to trawl the internet gathering data, tying it together, figuring out who is where, doing what. To make it illegal to watch you as you travel.

Now, this second option is the one I chose for my sci-fi setting, so I sat down to think. In my sci-fi setting, you can tell someone has deaned data because data has a structure, and high-context (non-anonymous) data has a very specific structure, even if it has been reduced to nothing but lists of foreign keys. Because the backbone has largely been replaced by a mesh network of freely available personal wireless routers, a lot of private individuals scan passing traffic for this pattern and report it to the cops if found. This can net them a tidy profit.

If a corporation is suspected of using illegally deaned data, they can also be investigated using a similar pattern-finding tool. This leaves their data private: the feds never see the actual data. This has led to a (so-far fruitless) search for a way to store high-context data without the signature pattern.

That future is a bit dystopian under the covers, and I don't think that method would work in reality. But then I got to thinking:

The problem is caused because there is so much easily-searchable information. However, searching the information causes more easily-searched information.

While the corporations are busily deaning your data, using your private messages to sell you useless crap, you could be busily deaning their data.

This isn't very possible on the current brand of internet. But what if the "next, more privacy-conscious" iteration of things actually tracks patterns of requests instead of simply tracking user connectivity? What if, by fundamental design, it was The Completely Transparent Thing? Instead of privacy, it has anti-privacy. Well, within any given persona: you could still have your anonymous account.

Now, if your anonymous account and your real account are both pinged, you'll know. You can track down the ping-er. Which may also be an anonymous account. It will be immediately obvious if it was chance, or if it was an auto-deaner, or if it was your would-be boss trying to find out if you have a juicy personal life. By attempting to dean you, they effectively dean themselves.

This is not really a good solution, because that level of monitoring reveals way more than you want to have revealed. The time you visited a link blind and found yourself staring at something horrible. The fact that you checked so-and-so's page 80 times in one hour. And, of course, the muddy propagation problems where the SocialReader9 bot visits your page, reads the details, and then gives it to others without you knowing.

I don't think there is a solution, really. Not with current technologies. But I was tickled by the "balance of power" option, where someone attempting to gather information on you incidentally exposes more information about themselves.

I wonder if it could be made to work somehow...

Anyhow, it's a problem that can't be addressed by simply telling people not to put their personal information on-line.

Wednesday, September 27, 2006

Casual vs Retail Piracy

Last post, I noted that many casual games are being pirated - occasionally as much as retail computer games, often as much as half as much. Obviously, there's a lot of details which may screw this up. For example, I might be checking networks which tend to cater specifically to casual gamers, or some other unknown might be skewing the numbers.

However, with the numbers as they stand, it raises an important question:

How much is piracy affecting ANYONE?

If casual games are being pirated on a scale comparable to retail games, what does that mean? It means that retail games are not suffering piracy significantly worse than casual games.

There are a few possibilities:

The first is that piracy isn't really all that bad for either of them. After all, popular casual games are certainly raking in the cash. (Unpopular ones don't make anything, but that isn't piracy's fault...)

The second possibility is that both casual and retail games suffer hideously from piracy. This seems unlikely because my admittedly-handwaved numbers strongly imply that piracy is only eating a small portion of casual game profits. Retail games are suffering only slightly worse.

The third possibility is that retail games aren't selling very many copies at all, and their piracy levels are significantly higher, percentage-wise. This seems kind of unlikely to me, but I've been wrong before. And I'm probably wrong now.

The fourth possibility is that there is a huge "invisible market" of pirated retail games that isn't included in my study. For example, how much are Chinese clones costing you? I don't know a lot of Americans who get Chinese clones, so it probably doesn't terribly harm the Western sales. There may be other such markets that weren't in this study.

Which of the four possibilities is right?

All told, my opinion is that piracy is not affecting retail games in Western nations any more than casual games in Western nations. Now, that means that either both are suffering horribly from piracy, or neither is suffering much.

How much effect you believe piracy to have is probably largely determined by whether or not you pirate things. I honestly have no idea.

But I can tell you a few things about which casual games are pirated.

It appears that a certain kind of casual game is only rarely pirated: any casual game with a story. By that I don't mean "saving the cake factory". I mean a character-heavy story which progresses, however minimally.

There are absurdly few pirated copies of games like Outpost Kaloki and Aveyond. You could presume these games didn't sell very many copies, but Aveyond is holding in the top ten at Yahoo! Games, so it's sold a hell of a lot of valid copies.

Games like Zuma and Cake Mania are pirated a LOT. The only link I can see is that they don't have a story.

They "feel" "easier to program". "It's just a bunch of people walking in with bubbles over their heads" "it's just a random bunch of exploding gems". High replay value, but not much "personality".

That's just weak theory, though. I don't know why it's true, and I'm not even 100% it is true. But it's the only connection I can see. Games where you have a character that interacts with other characters seem to have less piracy.

Do they sell as well?

Well, out of the top ten Yahoo! Games, two or three are games with a narrative. Given that more non-story games are produced than story games, this seems about right.

However, Popcap features precisely ZERO narrative games in its top ten.

A difference in the audience of the portal, perhaps?

Anyhow, that's all that I could dig up. :)

Opinions? Comments? Fun things you can do with chicken feathers?