You can't take forever to decide because you are going to have to write the next version of Amplitube to have a sensible compatibility with the Webstore software where one can purchase seamlessly using either method.ObiK wrote:It is something we are still considering and haven't decided on yet.electro wrote:Where is the Webstore Based Custom Shop for people that don't want Internet based DRM schemes on DAWs?
http://en.wikipedia.org/wiki/Digital_rights_management
If the internet were to go offline for a week, how would you be able to activate purchased Custom Shop products?
Yes, product authorization requiring live internet connection is a form of DRM. Internet online status should never be a mandatory factor in getting a professional DAW product authorized.Brian @ IK Multimedia wrote:We don't use DRM. And if the internet went offline for a week, I think the world would have more immediate crises to deal with than non-authorized amps.
http://en.wikipedia.org/wiki/Digital_rights_management
Computer games sometimes use DRM technologies to limit the number of systems the game can be installed on by requiring authentication with an online server. Most games with this restriction allow three or five installs, although some allow an installation to be 'recovered' when the game is uninstalled. This not only limits users who have more than three or five computers in their homes (seeing as the rights of the software developers allow them to limit the number of installations), but can also prove to be a problem if the user has to unexpectedly perform certain tasks like upgrading operating systems or reformatting the computer's hard drive, tasks which, depending on how the DRM is implemented, count a game's subsequent reinstall as a new installation, making the game potentially unusable after a certain period even if it is only used on a single computer.
In mid-2008, the publication of Mass Effect marked the start of a wave of titles primarily making use of SecuROM and Steam for DRM and requiring authentication via an online server. The use of DRM scheme in 2008's Spore backfired and there were protests, resulting in a considerable number of users seeking a pirated version instead. This backlash against 3 activation limit was a significant factor in Spore becoming the most pirated game in 2008.[26][27]
Many mainstream publishers continued to rely on online-based DRM throughout the later half of 2008 and early 2009, including Electronic Arts, Ubisoft and Atari. Ubisoft broke with the tendency to use online DRM in late 2008 with the release of Prince of Persia as an experiment to "see how truthful people really are" [28] regarding the claim that DRM was inciting people to use pirated copies. Although Ubisoft has not commented on the results of the 'experiment', the majority of their subsequent titles in 2009 contained no online-based DRM since the release of Prince of Persia - notable examples being Anno 1404 and James Cameron's Avatar: The Game making use of the online version of the TAGES copy protection system. An official patch has since been released stripping Anno 1404 of the DRM. Electronic Arts followed suit in June 2009 with The Sims 3,[29] with subsequent EA and EA Sports titles also being devoid of online DRM.
