Yes, perhaps the lesson here is that one should do some basic investigation on whether an approach has any fatal flaws before spending 2 years working on it.
I think I agree, harsh as it may be. But that doesn't mean the author's complaints are illegitimate—they're just a tad misplaced.
DRM hampers innovation and creativity in all sorts of ways. It locks users into specific platforms, and prevents anyone else from leveraging those platforms to build improved or entirely new experiences.
I'm not sure if this is still the case, but I remember when the Oculus Rift and HTC Vive were new, a lot of people were disappointed that they couldn't watch Netflix in a virtual theater (in high quality). The DRM made it impossible.
DRM hampers innovation and creativity in all sorts of ways. It locks users into specific platforms, and prevents anyone else from leveraging those platforms to build improved or entirely new experiences.
I'm not sure if this is still the case, but I remember when the Oculus Rift and HTC Vive were new, a lot of people were disappointed that they couldn't watch Netflix in a virtual theater (in high quality). The DRM made it impossible.