Licensed to bill
The simplest digital rights schemes will be like the
one in Napster's upcoming music-for-pay service. Songs
that enter the Napster network will be converted
automatically to a new, copy-protected format that the
service is calling .NAP. The conversion uses software
from PlayMedia Systems Inc., of Los Angeles, the company
that wrote the first MP3-playing software, AMP, and
modified it for use by the Napster player. (While
details of Napster's business model have yet to be
disclosed, music industry observers expect that
customers will pay about US $5 per month for a set
number of songs.)
RealNetworks' DRM was equally simple until a year
ago. RealPlayer, its media player, and RealJukebox, an
MP3 storage and playback program, could use other
companies' plug-ins for digital rights management.
Typically a media player plug-in is software supplied
by, and downloaded from, a source other than the
player's maker; it then installs itself. It enables its
user to play music with new file formats or encoding
schemes not recognized by the player as originally
manufactured. To illustrate, Universal Music Group and
InterTrust Technologies Corp., in Santa Clara, Calif.,
jointly wrote a plug-in to allow Universal's music to be
played on RealNetworks' Jukebox player.
RealNetworks now sells what it calls an e-commerce
package for content providers that offers a more
complete set of DRM capabilities, though still limited
to its own media players. This is true of Microsoft's
DRM software as well. Both companies provide software
with which content providers may copy-protect music and
other content, plus additional software, built into
their media players, which consumers use to purchase a
key that unlocks the content. The key, or license, may
come from a subscription or from a single song purchase
or rental; it may be purchased from the content provider
directly or through a distributor or retailer. Each of
these business models must be supported by DRM software;
indeed digital systems are expected to offer new rights
never before considered. (For example, an e-book company
recently experimented with a $1 right to read a book for
10 hours, after which the right must be renewed.)
The DRM-based license is also what makes it possible
to play a protected song on one device, though purchased
on another. At best, though, any song under the aegis of
either Microsoft or RealNetworks would be playable only
on devices running that company's player. This is where
InterTrust, without a player of its own, has an edge, in
that it has the potential to work with many players.
Currently, InterTrust's DRM works with at least three
players: those of RealNetworks, MusicMatch, and Sonique,
a division of Lycos Inc. By taking a neutral stance in
the player battle, InterTrust, as its name suggests,
hopes to become a universally trusted intermediary for
content providers as well as player manufacturers. As
InterTrust division president Ed Fish put it, "If I'm
MusicMatch, for example, do I trust Microsoft for rights
management when I have a competing player?"
End-to-end solutions
If you are a content provider, though, there are
obvious advantages to the kind of end-to-end solution
that Microsoft and RealNetworks provide: a single source
of copy protection, rights management, and a popular
media player. Hence an announcement made by InterTrust
in September, forming what it calls a rights alliance
program. Intended primarily for media distributors, such
as telephone companies or satellite television
providers, the program seeks to assemble all the pieces
needed to create a music-on-demand system, including
integration with software from Portal Software Inc., of
Cupertino, Calif., for management of subscriber
databases and billing. Naturally, Microsoft offers
similar services to content providers, but mainly
through its own products, instead of allowing a choice
of other companies.
Choosing among these DRM companies will not be easy.
RealNetworks popularized the PC as a music platform with
its media player, and there are 200 million copies out
there. In addition, the company has gained experience in
selling content through an arrangement called GoldPass.
This collaboration with CBS and other entertainment
companies sells monthly subscriptions to live events
online, including professional sports games from Major
League Baseball and the National Basketball Association.
In fact, late last year RealNetworks claimed that its
products are used in 85 percent of all streaming content.
Microsoft has even more copies of Windows Media
Player in the hands of users, 350 million all told, and
is expected to increase that lead with its new desktop
operating system, XP. The company is working hard to see
that its player, or at least its format for encoded
content, is supported by hardware manufacturers. Amir
Majidimehr, general manager of Microsoft's Digital Media
Everywhere group, points out that the company has
distributed 9000 copies of its software development kit
to developers. The company would also like to become a
significant music distributor through MSN Music, a part
of its MSN Internet service.
This very efficiency, though, in keeping so many
pieces of music delivery under Microsoft's own roof, has
some people worried about privacy and security.