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Re:Requirements for DRM in HTML are confidential by cbhl on Tuesday January 14, 2014 @05:58AM (#7056359)
I recall DreamCast failing primarily because of piracy -- everyone burned games to CD-Rs instead of buying them.
Re:Requirements for DRM in HTML are confidential by bagosm on Tuesday January 14, 2014 @06:15AM (#7056401)
Not really... in the PSX there used to be TONNES of copied CDs and we all know how that went...
Re:Requirements for DRM in HTML are confidential by greyfade on Tuesday January 14, 2014 @01:32PM (#7058765)
The failure of the Dreamcast was the pitifully small library, not piracy.
Re:Requirements for DRM in HTML are confidential by throwaway2048 on Tuesday January 14, 2014 @02:53PM (#7059268)
the dreamcast had 700+ games, more than gamecube and xbox combined
Re:Requirements for DRM in HTML are confidential by zinkem on Tuesday January 14, 2014 @05:41PM (#7060318)
Re:Requirements for DRM in HTML are confidential by stormbrew on Tuesday January 14, 2014 @05:43PM (#7060325)
Wikipedia lists 967 games for the xbox alone. The Gamecube appears to have come in somewhere around 500 or so. But it's probably worth noting that no one ever claimed either of those consoles had massive libraries, either.
Re:Requirements for DRM in HTML are confidential by Sssnake on Tuesday January 14, 2014 @02:19PM (#7059075)
It is amazing how that myth persists. Piracy was much more common for the playstation, and I seem to recall it did ok.
Re:Requirements for DRM in HTML are confidential by atmosx on Tuesday January 14, 2014 @03:58PM (#7059669)
I even heard that Sony was trying to make their games pirat-able in order to promote them faster and kill the competition, LOL. Don't know if was true, but worked fine.