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  • EA: Online Pass staying dead after PS4 reveal, program's expiration not tied to Xbox One

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    06.13.2013

    "It's dead, it's dead, it's deep-sixed, it's at the bottom of the Mariana Trench," Electronic Arts' President of EA Labels Frank Gibeau stated plainly yesterday about the company's Online Pass program to Joystiq. Following EA's announcement in late May that it was eliminating the Online Pass program, gamers braced for "the twist." That occurred last week when Microsoft finally announced the digital rights management (DRM) scheme for the Xbox One, which would have made an Online Pass program unnecessary. However, with Sony's announcement the PlayStation 4 will follow the current model of game console DRM and used games, it was a question if Online Pass was back on the table at EA. "We're not crafting a strategy to bring [Online Pass] back, you will not input codes to unlock your game, it's not going to happen," said Gibeau. The executive then moved on to tell us the company's decision to kill Online Pass and Microsoft's Xbox One DRM plans weren't linked at all, therefore PlayStation 4's recent reveal wouldn't have changed their decision on the program anyway. He called the Online Pass program "flat out dumb."

  • This is the Modem World: The console war is over... sorta

    by 
    Joshua Fruhlinger
    Joshua Fruhlinger
    06.12.2013

    Each week Joshua Fruhlinger contributes This is the Modem World, a column dedicated to exploring the culture of consumer technology. It seems, at least according to the editorial and social rhetoric I've read over the past few days, that the console war has ended before a single unit has sold, and the Sony PlayStation 4 has won. Meanwhile, after a series of questionable announcements and policies, Microsoft's Xbox One is a battered warrior before it's had a chance to make an appearance. It is, of course, silly to predict or even recognize this, but I'm going to do so anyway. Why? It's worth mentioning why gamers have -- at least for now -- turned their backs to Microsoft. The issues are numerous, and they all point to features and functionalities that hardcore gamers don't want, don't get or simply don't like. Average consumers haven't chimed in yet -- they will do so at the register this fall once they've asked the likes of you and me what to get -- but here's a very quick look at what troubles the Xbox One and how the PlayStation 4 appears to be doing things right.

  • PlayStation 4 DRM policies clarified by Sony (updated)

    by 
    Darren Murph
    Darren Murph
    06.11.2013

    Not so fast, vaquero. While Sony was cheered in heroic fashion for proclaiming that used games would be free and clear to operate on the PlayStation 4, it appears that the reality is actually a bit more complicated. Sony America CEO Jack Tretton has made clear today that while first-party titles will fit in with yesterday's "hands-off" approach, third-party publishers will be allowed to throw some curveballs. "There's gonna be free-to-play, there's gonna be every potential business model on there, and again, that's up to their relationship with the consumer, what do they think is going to put them in the best fit. We're not going to dictate that, we're gonna give them a platform to publish on. The DRM decision is going to have to be answered by the third parties, it's not something we're going to control, or dictate, or mandate, or implement." That's the new word out of Tretton's mouth, which seems to indicate that players like Electronic Arts, Ubisoft, Treyarch and pretty much any PS4 game maker outside of Sony's own umbrella can cobble together any combination of policies they want. You could say that it's not too different from how the PS3 operates today, but there's still plenty of room for clarifications across the industry. Hit up the source link for the full spiel. Update: Sony itself has responded with the following: "Similar to PS3, we will not dictate the online used game strategy (the ability to play used games online) of its publishing partners. As announced last night, PS4 will not have any gating restrictions for used disc-based games. When a gamer buys a PS4 disc they have right to use that copy of the game, so they can trade-in the game at retail, sell it to another person, lend it to a friend, or keep it forever."

  • Xbox One: Microsoft won't charge fee for used game licenses, requires online check-in once every 24 hours (update)

    by 
    Ben Gilbert
    Ben Gilbert
    06.06.2013

    Microsoft today unveiled plans to allow used games on its next game console, the Xbox One, ending speculation about fees associated with the process. "Microsoft does not charge a platform fee to retailers, publishers, or consumers for enabling transfer of these games," a Q&A regarding Xbox One licensing fees reads. "We designed Xbox One so game publishers can enable you to trade in your games at participating retailers." There is an exception noted, as the above only applies to Microsoft-published games apparently: "Third party publishers may opt in or out of supporting game resale and may set up business terms or transfer fees with retailers. Microsoft does not receive any compensation as part of this. In addition, third party publishers can enable you to give games to friends. Loaning or renting games won't be available at launch, but we are exploring the possibilities with our partners." You'll also be able to give your games to friends, though you must be friends on Xbox Live for more than 30 days and "each game can only be given once." It's unclear if the game can be given away to subsequent people by the receiver. There's also a piece detailing how the console's always online requirement will work, with a check-in needed once every 24 hours if you're on your home console (you'll only get one hour offline on a friend's console before getting booted). Beyond serving to check whether the game license you're using is official or not, Microsoft says the requirement will, "verify if system, application or game updates are needed and to see if you have acquired new games, or resold, traded in, or given your game to a friend." Sounds to us like a way to get around issues associated with not needing discs post-install to play games on the Xbox One. The piece also notes that, "Games that are designed to take advantage of the cloud may require a connection." There's no word on exceptions for military personnel or people who live in areas without internet -- the minimum suggested speed to maintain a connection is 1.5Mbps. Finally, there's a piece about privacy which adds some interesting notes about the new, required Kinect. The "Xbox On" wake functionality can be disabled, and Microsoft assures that a variety of privacy settings will be available right from initial setup. Update: When asked whether the online requirement would allow exceptions for military personnel or consumers in areas without stable internet, Microsoft told us, "The blog posts on Xbox Wire detail everything we can share today. We look forward to sharing more details in the months ahead." Not exactly a comforting answer if you're an Xbox gamer serving overseas.

  • Microsoft Xbox One FAQ responds to always-on DRM, used games rumors

    by 
    Richard Lawler
    Richard Lawler
    05.21.2013

    One of the more contentious rumors surrounding next-gen consoles has been potential changes to DRM and while Microsoft hasn't answered all our questions when it comes to the Xbox One, it took a few head on. The official FAQ starts off with the "always-on" DRM issue and also addresses used games, indicating that the box is designed "so you can play games and watch Blu-ray movies and live TV if you lose your connection," and that it does not have to always be connected. That said, it still "requires" a connection to the internet, promising cloud-based benefits for gameplay and more. Other questions answer things like whether the new console will require more power (no) and will our Xbox Live Gold subscriptions still work with the new and old hardware (yes). When it comes to used games, the FAQ's response is also promising, stating "We are designing Xbox One to enable customers to trade in and resell games." We can still find enough wiggle room in those responses to remain curious, but it appears we should be able to avoid a SimCity-style meltdown (with our new games, since the old ones won't work.) Update: There have been many questions about a reported "small fee" for used games, but we've asked Microsoft and received no confirmation of that. Joystiq points out that the Wired article where the tidbit originated has been updated to mention Microsoft did not detail its plans for used games, while the Xbox Support Twitter account claims there are no fees and the article is incorrect.

  • Might & Magic Heroes 6 currently unplayable for many [update: Ubisoft responds]

    by 
    Richard Mitchell
    Richard Mitchell
    05.06.2013

    Update: Ubisoft has issued a new response on Facebook, apologizing for the problems users are facing. The post lists possible solutions to some issues, though it seems that those with problems redeeming keys or with inaccessible content will have to wait. Ubisoft is preforming maintenance today to reauthorize players and "gradually set everything back to normal." Many Steam and Ubisoft customers are complaining that Heroes of Might & Magic 6 has become unplayable since the release of its recent expansion, Shades of Darkness, and the 2.1 patch that accompanied it. The issue seems to center around Ubisoft's Uplay service, which refuses to accept the download codes issued to customers after they buy the game. Users are saying that the problem arises after downloading the game and activating their key within Uplay. Upon booting the game, the in-game store page asks for the same key. If the key is entered again, the game produces an error message that the key has already been redeemed. After this, players have access to the Heroes 6 expansions, but are unable to play the main campaign (it's grayed out in the menu). For its part, Ubisoft has acknowledged the issue on its own forums, assuring users that their keys are "not broken and will be fixed as soon as possible." The company is also recommending a workaround discovered by forum user ElektroDragon, which involves manually downloading and installing the patch instead of allowing the game to do it automatically. Meanwhile, Steam users have started a petition against Ubisoft, specifically its use of 3rd party DRM via Uplay. The publisher has a rocky history with its PC games, often releasing them long after their console counterparts and saddling them with restrictive DRM. Earlier this year, Ubisoft's Uplay director, Stephanie Perotti, said that the company is working to improve its relationship with the PC community. We've contacted Ubisoft regarding this latest issue and will update this story if we hear anything new. Update: The specifics of the problem have been clarified. Thanks to commenter LamiaMistral for providing the image above.

  • Witcher 3 skipping quick-time events and multiplayer

    by 
    Mike Schramm
    Mike Schramm
    04.25.2013

    Konrad Tomaszkiewicz, project lead on The Witcher 3: Wild Hunt, has confirmed multiplayer modes, quick-time events, and DRM are not part of the plan for the third entry in the role-playing game series.The "final saga of Geralt" will maintain a focus on single-player content, Tomaszkiewicz told Forbes, though multiplayer had been considered for the game at one point.Quick-time events found in previous Witcher games have also been abandoned. The lead designer noted that QTEs "didn't fit" the experience and often leads to frustration for players. "There is a small number of games where it is fun, like, for example, in the Uncharted series, where you don't even realize that you've just finished a QTE sequence. And I think that only this way of using QTE has any kind of future in games."Calling digital rights management "the worst thing in the gaming industry," Tomaszkiewicz confirmed The Witcher 3 will not have such restrictions. Though the decision against using DRM applies to retail copies and CD Projekt's GOG.com platform, other digital distributors such as Steam would still feature its own form of DRM. Distribution channels for The Witcher 3 have not been announced.The Witcher 3 is coming to the PC, PS4, and "high-end platforms" next year.

  • Shadowrun Returns' non-Kickstarter reward DLC to require Steam, DRM

    by 
    Jordan Mallory
    Jordan Mallory
    04.13.2013

    During last year's Kickstarter campaign for Shadownrun Returns, developer Harebrained Schemes was dutiful in noting that every pledge level included a DRM-free version of the game. While that technically remains true, Harebrained Schemes has recently announced a slight caveat: All post-Berlin Campaign DLC will have DRM, and will require Steam.It shakes out like this: Backers will receive both a DRM-free version and the Steam version of Shadowrun Returns (which does have DRM) when the game launches in June. Additionally, anyone who pledged enough to receive the game's Berlin Campaign DLC will also be given permanent access to both versions. After that, however, all DLC will be distributed exclusively through Steam, DRM in tow."The reason is that our license to develop Shadowrun Returns actually requires that the game and its DLC be distributed under DRM," a Kickstarter update on the situation reads. "This didn't come up earlier because the situation was complicated by the number of parties involved in the license and because the process was 'ongoing.'""Ultimately," it continues, "we were able to successfully negotiate an exception with Microsoft for us to provide our Backers with a DRM-free version of the Kickstarter rewards (specifically the game and the Berlin Campaign) but that exception does not extend to non-reward DLC. So unfortunately, we cannot sell or give away DRM-free versions of the game or DLC on stores like GoG, and that's why any future Shadowrun Returns DLC will only be available for purchase on Steam."A table posted by Harebrained Schemes, illustrating the specific differences between the Steam and DRM-free versions of the game, has been embedded after the break.[Thanks, Travis!]

  • EA's Gibeau: SimCity 'plays like an MMO'

    by 
    Jef Reahard
    Jef Reahard
    03.27.2013

    Remember when EA announced its SimCity MMO over a year ago? No? We don't either, and that's because the MMO moniker was only recently applied following the title's disasterific launch. Not so, according to EA president Frank Gibeau, though. Speaking to GamesIndustry.biz, he insisted that the online-only title has always been an MMO and that it's transition from a single-player franchise to an always-on environment has nothing to do with DRM. "I was involved in all the meetings. DRM was never even brought up once. You don't build an MMO because you're thinking of DRM -- you're building a massively multiplayer experience, that's what you're building," Gibeau said. "SimCity started out and felt like an MMO more than anything else and it plays like an MMO." He also posits that DRM is a "failed dead-end strategy" and "not a viable strategy for the gaming business." So why didn't EA market SimCity as an MMO from the beginning? Apparently it just slipped everyone's mind. "I'm disappointed that we didn't do a better job communicating that upfront," Gibeau explains.

  • SimCity GM: 'In many ways, we built an MMO'

    by 
    Elisabeth
    Elisabeth
    03.15.2013

    SimCity has not had the smoothest of launches. Players were (understandably) frustrated by connection woes, most of which seemed to be due to the always-online component of the game. In an interview with Polygon, developers framed the always-online component as an integral part of the game structure, saying that "it wouldn't be possible to make the game offline without a significant amount of engineering work by our team." This statement was later thrown into question as a Maxis insider claimed that servers were "not handling any of the computation" of city simulation. Now Lucy Bradshaw, General Manager of Maxis, is stepping up to re-frame the situation. In a "straight answers" update today, she pointed out the gameplay reasons for building SimCity to be always connected. These include features like collaboration between cities in a region, social perks like world events and leaderboards, player gifts, and the global market. Additionally, cloud-based saves make for easy access anywhere. "In many ways," she concludes, "we built an MMO." Somehow, we don't think MMO gamers would agree

  • Maxis: SimCity's internet requirement not a 'clandestine' DRM strategy

    by 
    Jordan Mallory
    Jordan Mallory
    03.15.2013

    Following claims yesterday that SimCity had been modified to run offline in a limited capacity, Maxis/EA general manager Lucy Bradshaw has since updated EA's official blog with a bulleted reiteration of Maxis' always-on design philosophy for the game.In the missive, Bradshaw dismisses claims that SimCity's internet connectivity requirements are in reality "a clandestine strategy to control players" while listing a few of the ways in which server connectivity is essential to the design of the game, though she does not directly address whether the game can be played completely offline in its current form."So, could we have built a subset offline mode? Yes," Bradshaw added. "But we rejected that idea because it didn't fit with our vision. We did not focus on the 'single city in isolation' that we have delivered in past SimCities. We recognize that there are fans – people who love the original SimCity – who want that."

  • Shroud of the Avatar promises offline mode with no DRM

    by 
    Justin Olivetti
    Justin Olivetti
    03.12.2013

    As Richard Garriott's Shroud of the Avatar Kickstarter campaign continues, the team has posted an update on a few topics that in no way have to do with the recent SimCity kerfuffle. The post states that the team is creating an offline version of the game for those who prefer that style (or find it more convenient). While players won't be able to take their offline character into the online version, there may be the possibility of doing the reverse. Other words of comfort include the promise that Shroud of the Avatar "will not use any form of DRM" for its offline mode and that the single-player version won't be littered with microtransactions. [Thanks to Don for the tip!]

  • Ubisoft wants better relationship with PC players

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.22.2013

    Ubisoft is working to smooth out years of open hostility against legitimate customers of its PC products. Speaking with MCV, Uplay Director Stephanie Perotti announced more third-party partners for the publisher's digital distribution network, adding, "It shows our commitment to PC, and we want to improve our relationship with the PC community."Ubisoft's messaging on this better relationship hangs on larger retail offerings through Uplay and the removal of always-on DRM from its games.Not mentioned are the notorious delays of the publisher's major games between console and PC launches. Although Far Cry 3 didn't experience the standard PC release lag – since it launched so late a delay would have missed the holiday window – Assassin's Creed 3 arrived a month later on PC. We've yet to see what 2013 brings in terms of major Ubisoft games and how launch timing will shape up.

  • W3C to explore a proposal bringing DRM hooks to HTML

    by 
    Jon Fingas
    Jon Fingas
    02.12.2013

    The web is defined by the free, open exchange of information, right? Not necessarily. The W3C has decided that it's "in scope" for its HTML Working Group to explore a specification for the Encrypted Media Extensions framework, which would allow companies to plug in their own copy protection for web content. In other words, the effort would add support for DRM extensions to the web itself, rather than leave it to content plugins like Flash. The W3C's Philippe Le Hegaret is careful to note that this isn't an explicit endorsement of EME as it's suggested, or even the call for consensus on the proposal -- there are already concerns that the spec would lead to an abundance of DRM plugins that wouldn't work in certain browsers or operating systems. However, there's a chance it may become reality when EME's backers include content hosts or producers like the BBC, Google, Microsoft and Netflix.

  • Sony patents tech to tie discs to user IDs

    by 
    JC Fletcher
    JC Fletcher
    01.03.2013

    A new patent application by Sony, if developed into a real-world product, will make it impossible for game discs to be sold, shared, or traded, by tying each disc to a console or user account. The patented technology works by embedding an RFID tag in the disc, which a reader in the console can log against a user ID. "When the game is to be played, the reproduction device conveys the disk ID and a player ID to the use permission tag," which then determines whether it is permissible for the game to run.Diagrams included with the patent application show "temporary use information," showing that the system can be built to permit limited use of a disc, even if flagged. "The number of temporary uses is within the limits?" reads one of the checks.This is just a patent application, and may never make it into the real world. Therefore, we're not getting irritated about the erosion of rights ... yet.

  • Is iTunes Plus gone? iTunes 11 offers DRM-free audio re-downloads

    by 
    Erica Sadun
    Erica Sadun
    12.04.2012

    I am not now, nor have I ever been an iTunes Match customer. But last night, I was able to download DRM-free copies of music I purchased from iTunes in the days before iTunes Plus via iTunes 11. I also determined that some of my iTunes content that I thought was securely tucked away on my hard drive had in fact made a retreat into the cloud. Update: A search of my iTunes library shows the following trick worked for 290 of my m4p tracks, about half or maybe a bit more. How iTunes 11 handles cloud re-downloads Last night, I was updating several applications and, to pass the time, I decided to watch one of my iTunes purchased movies. Only one problem: they had apparently disappeared from my computer. Everything except my self-recorded "Mockingbird Lane" (fabulous pilot!) had disappeared. This made me cranky. A quick scan of my Time Machine backups revealed that the last time those files were on my system was in July 2012. My 2012-07-17-011958 backup had all my movies. My 2012-07-24-001934 did not. Curious. So I stopped my app updates (there were dozens, including a rather obnoxious 1.3 GB TomTom update), quit and restarted iTunes. I discovered that although my movie files were gone, their iTunes listings had reappeared. Stopping the app updates allowed iTunes enough breathing space to call back home and provide a list of streamable, downloadable items such as this one: The reason I hadn't seen this was that iTunes couldn't get enough bandwidth to grab the listings while I was doing my massive download updates. See the cloud-download icon? My movies were now in the cloud. So my purchases were still there, just off my computer. Honestly, I'm not happy about this -- I don't like data disappearing without my consent. (Imagine if I had discovered this while on an airplane.) But the bigger revelation was yet to come. The case of the disappearing iTunes Plus Listed in my Songs section were a badjillion purchased items (mostly free songs of the week) that I had long since deleted from my computer. Much like the old 256 kbps purchases which you could re-download, I was being offered to opportunity to re-download my ancient m4p items. So I tried it and sure enough, it worked. More interestingly, the copy that downloaded was an m4a file, not an m4p file. Specifically, it was no longer DRM encrypted. I decided to manually delete some of my m4p files from iTunes (not from my computer) and see if the trick worked for them too. It did. My Little Mermaid album folder now contained two files for each track. The new downloads all were unprotected files. I did not purchase iTunes Plus for these items, I am not a member of iTunes Match and I did not do anything special. This did not, however, work universally. Apparently iTunes doesn't like Swedes Norwegians. (Update: A little more than half of my m4p tracks converted successfully, 290 tracks in total.) This is the first I have heard about re-downloads being available as a courtesy for non-256K tracks, although I probably missed the news about it at some point. Meanwhile last week, TUAW reader Christopher Chapin noticed that after iTunes 11 debuted, the link from the iTunes Store to iTunes Plus was gone. A subsequent check of an iTunes Plus support document showed that the direct link was dead. Is iTunes Plus finally dead? It's looking that way. How to replace DRM tracks with DRM-free ones A final tip: To find all the protected media in your iTunes library, you'll want to add the Kind label to your Songs listings. Right-click the columns header and enable Kind, then use that to sort your music. All your protected tracks will group together. Sign into iTunes, delete the songs (but not the files), and hopefully download them again via iCloud. Good luck.

  • MediaPortal posts new beta with new look and CableCARD, teases bigger sequel (video)

    by 
    Jon Fingas
    Jon Fingas
    10.18.2012

    MediaPortal is a rare veteran spinoff of XBMC -- a testament to its fan base, but also a sign that it needs a fresh coat of paint. A new 1.3 beta might offer just what home theater PC users have been looking for to keep the front end relevant, at least in the short term. It carries a much more contemporary (and less Windows Media Center-like) skin with minor tweaks to the layout and overall interface. CableCARD support also makes its overdue appearance, although the lack of official CableLabs approval keeps the software from recognizing any copy-protected shows. Don't fret if those additions aren't enough, however -- we've been given a hint as to what the long-in-development MediaPortal 2 will offer through a pair of videos. The clips are largely top-level overviews, but they allude to mobile tie-ins, events, extensions, more skin support, video backgrounds and news. With an Autumn Build of MP2 available "right around the corner" for viewers, it might not be long before we learn what those new additions are like through first-hand experience.

  • PBS draws link between digital music ethics and magic spells, somehow makes it look simple (video)

    by 
    Jon Fingas
    Jon Fingas
    09.28.2012

    AAC files and the arcane don't have much in common on the surface. After some digging, however, PBS' Idea Channel has found that magic is an uncannily good analogy for digital music rights and explaining the thorny ethical issues that come with them. Both music and spells stem from grassroots cultures that give away their content for free, but (at least until an anti-magic clampdown at eBay) have since become businesses. That nature poses a key ethical question: when we're used to a free experience and can copy songs or spells as much as we like, what does it take to keep us as honest customers? As show host Mike Rugnetta suggests, it's a matter of personal responsibility -- if we want more of either, we have to think of the commerce as showing support for future work. You can catch Mike's clever train of thought after the break, and ponder what constitutes DRM for a potion while you're at it.

  • Ubisoft doing away with 'always-on' DRM

    by 
    Richard Mitchell
    Richard Mitchell
    09.05.2012

    Ubisoft is doing away with its always-on digital rights management (DRM) policy, the company's worldwide director for online games Stephanie Perotti told Rock, Paper, Shotgun in a recent interview. The policy dictated that those playing Ubisoft's PC games would have to maintain a constant connection to the internet, even when playing single-player content. According to Perotti, Ubisoft PC games will now require "a one-time online activation when you first install the game, and from then you are free to play the game offline." In fact, Perotti noted that this has been Ubisoft's policy since June of 2011.Digging into the ol' Joystiq archives, it looks like that isn't exactly true. While there have since been high-profile releases that shipped without the typical always-on DRM – notably Assassin's Creed Revelations – others definitely shipped with the restrictive protection. From Dust and Driver: San Francisco, both released after June 2011, each shipped with always-on DRM – only to see Ubisoft patch it out after receiving negative feedback.Still, if the new policy is now firmly in place, it marks a huge change in direction for Ubisoft's PC releases, especially considering that CEO Yves Guillemot stated only two weeks ago that the company's PC products have a "93-95 percent piracy rate."Beyond the issue of piracy, Perotti also addressed the customary delays faced by Ubisoft's PC games, saying, "We need to improve our communication, and make sure we provide better visibility to the PC community on our release dates for PC." She added that Ubisoft is "committed" to doing better and releasing its PC games "as close as possible to console releases." As an example, she mentioned Far Cry 3, which is slated to release on the same day as its console counterparts, and Assassin's Creed 3, which arrives November 23, "just a few weeks after the console version."

  • Who owns your iTunes? Bruce Willis probably doesn't care (Updated)

    by 
    Michael Rose
    Michael Rose
    09.03.2012

    Bruce Willis versus Apple -- this time, it's personal. Is he Moonlighting as a legal Hudson Hawk who refuses to let his digital media rights Die Hard? (I'm so sorry about that.) Update: Noted by TechCrunch, Willis's wife Emma Heming-Willis has now said on Twitter that the report of his potential legal action vs. Apple is "not a true story." As we mentioned, when it comes to the British tabloids and celebrity coverage... well, let's just say I had a bit of a Sixth Sense about this tale. (Really, really sorry.) Let's frame this story by noting that it's a holiday weekend in the US, and perhaps the relative calm before the news storm of a major political convention and some anticipated Apple product announcements is giving tech and legal reporters some coverage latitude. Also, the sources for the Willis story (UK tabloids The Daily Mail & The Sun) are not always 100% accurate when it comes to celebrity coverage, or indeed about anything else. Nevertheless, the issues raised are current and challenging. Willis is supposedly considering legal action, among other remedies, to ensure that he can include his large iTunes media collection among the assets of his estate when he dies. His three daughters (Rumer, Scout and Tallulah), the beneficiaries of the estate, would then have full rights to thousands of songs, movies and more. Unfortunately, under the current T&C covering iTunes purchases, it's not clear whether that's allowed. When you buy a song from iTunes, the music comes along with certain conditions for its use. (Technically you are in fact purchasing the song, or "iTunes Products" as the terms have it, rather than licensing it; both Venture Beat and The Next Web are citing a part of the T&C discussing a "nontransferable license," but that covers iOS or Mac apps, not music.) Specifically, you are allowed to listen to the song for your own personal, non-commercial use; you are also limited in the number of devices you can use your music with (up to five), among other constraints. The key here is that the devices have to be under your personal control; otherwise you'd be permitted to put songs on your friends' iPods, which is contrary to the rules. When Willis passes on, hopefully many years hence, obviously he can no longer "personally control" said devices. While the current T&C doesn't say anything about transferring music, Apple support will not help users merge, split or transfer iTunes accounts. In theory, then, his estate would be stuck. Similar issues are already cropping up in divorce cases, where ownership of the digital assets has to be considered in settlement discussions. [Also worth noting: while Apple is far from alone in having digital property challenges, the company is restrained in how much latitude it can give end users because it in turn has rights agreements with the record labels, movie studios etc. Even if Apple wanted to give free and easy transfers to account holders, the original content owners might balk. --MR] In practice, though, there are some workarounds to these challenges. One would be to change the account/payment information on Willis's iTunes to give control of the digital assets to a trust in his daughters' names, although that's a lot of aggravation for the payoff -- he would still need a way to share the tunes between his kids (multiple iPods engraved with Dad's bald, menacing scowl?) without running afoul of the iTunes rules. The question of transferability is one that really hasn't been settled yet for Apple's digital products, or for that matter on Amazon or Barnes & Noble's e-book stores. The other, simpler approach Willis could take is iTunes Plus. Apple's DRM-free version of the iTunes music library is covered by terms that are noticeably looser and more flexible than the traditional iTunes library. The CYA sentence in question is "You may copy, store, and burn iTunes Plus Products as reasonably necessary for personal, noncommercial use." Depending on whether "personal use" can include "personally passing on my assets to my heirs," a library full of iTunes Plus tracks could be handed off alongside the family silver and the rights to Quentin Tarantino's career. Whether or not Willis pursues a course through the courts, the issue of digital asset ownership is one that isn't going away anytime soon. Thanks Michael G. [Photo by Gage Skidmore, Wikimedia Commons]