And I thought no LAN for SC2 was a bad idea, looks like EA decided to 'top' it
Looks like 'player progression' is code for DRM.
I wonder how long it will take for pirates to get an offline crack. I also wonder how many people with a legal copy will use the crack.
I'm not particularly offended by any particular DRM unless it actually keeps me from playing games. Starforce comes to mind as a repeat offender. When win2k was good enough to replace 98 and a lot of EA games wouldn't play in 2k, that pissed me off. When Ubisoft wouldn't patch their games to work with x64 like everyone else did, that pissed me off. Activation schemes? DRM products that actually work without OS limitations? They don't bother me in the slightest, whether or not I theoretically might have to ask to clear it...which I've never had to do.
This actually could be interesting, though. It sounds like it's more like a centralized stat gathering system, like what Steam can do for games that use it. I'd like to hear more about what they're planning.
Considering how many balancing patches the C&C teams go through, that could save them a lot of work.
They could just use batch processing and uploading of the stats and information, or allow offline mode without Stat tracking. It seems to me what they're doing is to try and replicate a method of control that Steam uses as apart of it's system; internet access required. However, even Steam has offline mode for it's games.
I'm not saying that's the only purpose of it. I just recall them talking about something similar before.
Honestly, I think it's a pretty wierd thing to do too. But a lot of people like to point at something new and say 'that sucks' when that isn't all it's going to do over its lifespan. Hell, look at how Steam started out. Steam was fairly boring and featureless when it was new.
The plus with this sort of system hosted by EA is it wouldn't matter where you bought your games from AND you wouldn't be locked to one download service ala Steamworks.
Or just use the pirate cracks and don't give them any more money. Best method of getting their attention is through their wallets after all, only issue is one individual purchase loss won't bother them.
Yeah. We should make people lose money so they stop making games! That makes so much more sense.
Seriously, that is about the worst logic I've ever had to listen to. If you don't want the game, don't buy it, but 'steal it so they change their mind' is not going to work.
Piracy won't make people stop making games. I am not advocating piracy, because in the end you're only hurting the creative types at the end of the line (head honchos at big publishers always have a way of getting their wallets stuffed, even if it rams the rest of the company into the ground).
But piracy won't destroy game making. Before the big publishers reared their ugly heads, we had games, and arguably much better ones than what we have today. We had innovation, the developers were all "hey, let's try this out, its never been done before", because in the end they were making the game in a garage somewhere with a "beer&pizza" budget.
Now, we have all the latest effects, multi-million dollar budgets involving professional voice acting, motion capture animation and CGI production which could shame Hollywood - and being fed repeatedly the same regurgitated stuff as far as game creativity is concerned. Because the guys at the big publishers go "hey, you can't do that, its never been done before!".
Developing games is all about unleashing your creative drive. Selling them is all about profit. And you can't wipe out the creative urge just because you can't make any profit out of it. If that were so, the mod scene today wouldn't even exist. And in my humble opinion, if you want good gaming... go and check out the mods and indie games. That's where most of the fun is today, unless your idea of fun is watching pwetty expwosions with no substance.
Why its almost as stupid as paying for a game you -might- be able to play at certain times!
/sarcasm
God forbid someone has a poor internet connection that drops out constantly (either unintended or on purpose, "time limit" connects are commonplace), are using laptops in area's that don't support Wireless (or charge a fortune for access, like Airports) or simply people who don't have connections (Out of the 8 regular LAN players i game with on a weekend, only 3 have Internet connections). Then factor in the drain on the connection which will push download limited individuals closer to their limits and result in possible charges...and you have a completely stupid decision. At the very best for this to work it has to be an Opt-in scheme (a simple "Would you like to record your results" at the end of a singleplayer game window that then and only then goes online) anything else is just a thinly veiled attempt at DRM.
At the end of the day Piracy is a question of cost vs. quality. If these big companies wanted to make money and stop piracy they simply need to remove DRM rubbish, have simple online key checks for multiplayer and lower prices to something respectable. Aslong as Piracy provides better quality at lower cost they are fighting a losing battle (again, see Stardocks "Reward valid customers" as an example of how to go about doing this correctly).
I agree 100%, creativity can't be stopped, ever!
Actually, that is a very smart way of making 1 company (EA) stop producing games. If they dont make enough profit out of their games, they will eventually just stop making them. So its a very logical approach. Why do you think EA is so focused on implimenting multiple forms of control on their games...
So every time one copy of a game produced by a bad company (EA) doesn't get sold, we win. So in the end, it works!
With my current internet connection configuration (that includes wireless ad-hoc and ICS), offline playing is an essential feature. So I won't be buying this unless a suitable "third-party solution" becomes available
yeah, i played c&c 3, instantly fell in love with the series, even went out and got the decade pack. then i didnt buy red alert 3 due to DRM and now im not buying C&C 4 because of it either. but who knows, EA saved me money with spore also, most of my friends got tired of it after a week. i really dont see how DRM saves money, battleforge requires you be online all the times also, it was a fun game but not being able to play single player without connecting to a server stopped me from buying it.
It doesn't work. They're still going to be making games. If everyone followed that logic and EA went down, you can be damn sure EVERY game company would go down in the exact same manner.
People who steal aren't lost customers. They're just dinks who think they're more important than everyone else.
Ergo, DRM serves no purpose. People who pirate games won't buy them anyway, DRM or not. As you said, they are not customers, and never will be.
This also has something to do with the exorbitant prices computer games publishers slap on their merchandize these days. I guarantee you that "less is more" approach would yield far better results than any sort of DRM. Cheaper games and studios working with the gamers is what defeats piracy. Not checking whether you have a legitimate version every five minutes.
Especially since you can always hack through software protection. Hacking through people's sense of decency is not that easy. Emotionally and morally, its always easier to steal from a huge shopping center than from your local friendly grocer. But then again, that sense of propriety has to be inspired by something... money-grubbing mega publishers like EA, who treat their customers like potential thieves are not exactly going that way.
I'm with you, but on the other hand unlocked doors and a lack of security cameras would invite people to steal or break stuff...even if they usually don't. DRM may not keep US from much of anything, but not everyone knows where to get cracks or whatnot.
That's true, however the ease of searching for such things is rather scary these days; typing just a games name into Google will bring up all kinds of illegal content.
The main reason I have a problem with DRM is because I'm paying money for their product. I'm not the criminal here, why do I need to jump through their hoops? Stardock follow the kind of business solution that I would; ship your games with no copy protection however restrict online play and updates by way of their CD Key. The programmers responsible for breaking the copy protection of the latest titles have turned it not only into a game but also a race to crack games and get them up on the net. These guys aren't just working for their 'pride', they're also incredibly gifted and are often able to circumvent security procedures faster than the companies can make new ones. I believe the Playstation 2 was cracked within 24 hours of it hitting the public shelves. The harder the task of breaking the security, the harder the pirates are going to go to break it.
EA Games is leading the industry in the wrong direction. We shouldn't be trying to prevent piracy with these overly draconian methods of control - customers should be exempt from that crap, not held hostage by it.
True, but to stop the casual/un-tech-savvy pirate you don't need a lot of DRM, a simple cd-key on install/multiplayer account or disc check will do it. Sure, you'd easily get by that with a quick internet search for a key-gen etc., but that same search would also also yield the crack that removes the ultimate-draconian-customer-eater-mega-ultra-of-DOOM DRM that costs a lot more to make/buy and inconveniences your legitimate customers.
The only thing that "heavy" DRM does that "light" DRM doesn't is provide the actual tech-savvy hacker pirates with some entertainment/prestige as they compete to crack the thing first.
Reading this topic, I'm convinced that EA is treating their customers like potential thieves because most of you ARE potential thieves. If the DRM pisses you off, don't buy it - but don't pirate it either. You are 1) showing they were right to put DRM on it in the first place, and 2) creating incentive for them to make more intrusive DRM for their next title. There isn't some magic number of pirates out there that will finally convince EA to drop DRM, any change will come from collective action. Write to your congressman, join the pirate party, DO something instead of sitting on your ass and whining about it. Pirating isn't doing something about it, it is simply sitting on the sidelines in apathy.
Ideally, EA could cut their prices in half and make more money, but only if every current pirate bought all the games they now steal. How likely is that to happen? No, people will still pirate $20 games at about the same rate, because piracy isn't strictly about cost. It's about people who feel intitled to play every game released, and piracy allowes them to.
Its all about price.
Look at steam, everytime they lower a popular games price on a deal or somesuch...it shoots straight up to number 1 on the sales chart. Clearly price is an important factor in the decision to purchase a game.
As a pirate is simply someone who doesn't want to purchase a game (for whatever reason, You can say its because they feel entitled, i can say its because they don't want to be dupped into buying crap...we can speculate all we like but without evidence all we can focus on is price) we can treat them like all those steam customers who simply don't see a product as worth the price asked for it. We can assume that a reduction in price would produce a similar level of increased sales.
Publishers could meet half way. Lets say after the "official support" ends (and a profit has been made to cover initial costs) Stardock just throws Demigod in the bargain bin, selling copies for $5 (they are not investing anything in the game at this point, so have little overheads to account for). I'd bet my left testicle they'd suddenly get ten's of thousands of purchases scraping in those few extra sales from pirates and others who decided it wasn't worth officially owning at the prices asked.
Will they? unlikely. You'll see an incremental drop year on year as the community gradually dies out which is all but pointless as by the time the price reaches an acceptable level for people...the game community will had died completely and the value of the product is zero.
Reading this topic, I'm convinced that EA is treating their customers like potential thieves because most of you ARE potential thieves.
The problem with the term "potential" is that you can apply it for anything and to everyone. Most people are potential murderers. Does that mean we should pre-emptively treat everyone as such? There is also a different approach. You can treat everyone as potential customers. Even pirates. If your profits fail because of piracy (never happened, by the way, games fail because they're bad games, not because of piracy) then you might ask yourself, ok, what am I doing wrong? Is my pricetag too high? Is the lack of a demo contributing to people being reluctant to fork over cash for something they haven't seen in action (I burned my fingers on that one more than once)? Are my customers deterred from buying the game because of intrusive DRM?
Or you can go "screw 'em, dirty thieves, INCREASE THE DRM VOLTAGE!"
If the DRM pisses you off, don't buy it - but don't pirate it either. You are 1) showing they were right to put DRM on it in the first place, and 2) creating incentive for them to make more intrusive DRM for their next title. There isn't some magic number of pirates out there that will finally convince EA to drop DRM, any change will come from collective action.
The problem here is one of perception. The EA management probably is convinced that the number of pirates deterred and persuaded into buying their games is greater than the number of potential customers which refuse to buy the title because of DRM. They are quite mistaken in this, but its a numbers spin with a typical corporate lack of long-term vision. In other words, they are making a bad name for themselves, never a good business move.
Ideally, EA could cut their prices in half and make more money, but only if every current pirate bought all the games they now steal.
As I said earlier, pirates are not a factor. Some people will pirate a game just because they can or because they really do not want to buy that game. You CANNOT sell your game to them - they won't buy it! So they are not a factor, they do not exist as far as your sales go. Forget them.
But, if you lower the prices, you bring your product to a wider audience. Even to people who might not have bought your game but now decide to give it a try because the price is affordable. Furthermore, you allow people to buy more than one or two games a month. Most kids have enough spending money to purchase one game. Only adults have that kind of cash, and they tend not to have as much free time or interest in games as kids do. This creates a fierce competition between publishers, and if your game isn't on top, you lose money. If you lower the price of your product, you stand to gain a lot more money because the volume of your buyers tends to increase disproportionally.
Anyway, there are many healthy business practices out there, both to maximize your profits and to combat piracy. EA is not employing them at the moment. Their lack of vision is disturbing.
Maybe they have vision, and you're just not seeing it. This is a new concept after all, they may not have shared all their plans.
I'm reserving judgement until I see everything it actually does. They haven't said enough and probably won't until release is closer, and we're all just wildly speculating.
That is not a fair method of evaluation. Those big sales numbers come from already established games, so the "try before you buy" barrier has already been passed - people know what they are getting. Quite a few of them probably do come from the people that pirated it new, then went legit on a game they had already played. Most of those people are irrelevant, as they would have tried before they bought at $10, just the same as they did at $50.
I'm certainly not convinced they are wrong, it could be the extremely vocal DRM opponents skewing perception the other way. The real problem is that there is no definitive information available; it's a common problem when trying to gather data on illegal activities. Even if you could come up with a definitive number of people who pirated a particular game, you would not be able to get accurate data on what factors contributed to their decisions. Price point is another unknowable; you can't expect good data asking people after the fact. A lot of people will SAY they would have bought at $20, or $10, but you can't really know unless you actually offer them that decision. There is no control group for experimenting this way.
Also, look at the massive gamble involved in radically dropping prices. C&C4 probably had a huge budget, I'll say $20 million just as a ballpark guess. Keep in mind that is just *production* costs, not including the per-box manufacturing cost. At $50 a box, they need to sell 400k to break even - in reality, even more as that doesn't include the store's cut, manufacturing the box, etc, that is only development cost. At $20 a box, they need to sell a million boxes to break even. Are you willing to bet dropping the price will generate 2.5x the sales? Are you willling to bet $20 million on it?
If you are willing to take a bet like that, I'm willing to bet you'll never be CEO of anything
too bad the suits at EA never did any coursework in feasibility of computation...anyhow.
the problem is that computers cannot really ever hide data. the only effective form of DRM that could be implemented is for the entire game to be run off the companys servers and then you need a hella fast internet connection. otherwise, as long as the games can be installed locally, the protection can be circumvented(after all, good design practices dictate separation of distinct functionality.). actually hell i bet they could crack it even if it ran off a server.
Some good points here. But this is why I believe including these draconian DRM measures is a faulty business practice.
1. DRM doesn't work. Its a piece of useless coding touted as a perfect solution for protecting your product against illegal distribution. In reality, the so called "protection" lasts for 48hrs at maximum, even for titles involving sophisticated systems like Tages, which does not prevent the user from starting the game, but introduces game-breaking alterations at various points if it detects that the copy is an illegal one.
2. DRM software licence costs, quite a lot. So essentially you are spending a lot of money on something which does not work.
3. DRM damages your reputation. It does not deter piracy, in fact as some have mentioned, the real brains behind the scene eagerly await your latest investment into DRM to try their skillz on. And they WILL crack it. It's called reverse engineering. You can do it with any piece of software available to the public, because such software cannot be encrypted using current top methods. If it was programmed, it can be circumvented.
If I were in charge of making a game, I'd first dump the bloated budget requirements. 20 million dollars for a game? Are we making a game here or a Hollywood blockbuster? And for what? Most of it goes for voice acting, renderfarms and expensive l33t engine licenses. It can't be that all that money goes to the artists and programmers out there because as far as I know they are not uniformly filthy rich.
You do not need a bloated budget to make an excellent game. Look at Sins of a Solar Empire, or GalCiv II. Check out some of the excellent indie games like Mount&Blade with the best damned horse combat I've ever seen in a game, or indie games in development like Natural Selection II or Infinity: Quest for Earth. The latter boasts impressive physics, and a universe which could shame the original Elite in size and the newest space sim engines in appearance. All done largely by ONE guy.
So yeah. Spend money and effort on innovation, true innovation, not assigning different controls and calling it "next-gen" like they did with the Assassin's Creed. Spend less money on stuff which does not make a great game, such as Hollywood actors doing the voices, or CGI movies requiring more rendering power than a Lucas movie with lightsabers. And then you can drop the prices and sweep the floor with the competition. DRM? Just a key check and multiplayer exclusivity. Or even keep the prices as they are, because what do you care, your profits will be enormous compared to a company which spent 20 million on making their game.
And you won't worry about piracy as much either.
No one ever claims DRM is perfect. Any scheme that lasts the first 48 hours is considered a raging success. Many are broken before the game even gets released.
Thus the reason the DMCA provides heft fines and prison sentences for doing shit like this. There is a reason those crackers always remain anonymous.
The artists and programmers don't get filthy rich because that budget is split between dozens of people who work on the project. Instead of a few people making millions, a lot of people make $100-150k.
Unfortunately, the graphics standards needed today pretty much dictate putting that much into the game. Sure, there are exceptions, but try putting out a shooter with 10 year old graphics and see how well it does.
Sins has great graphics for what it is, but it's not really in the same class as a current FPS. As for the others, the fact that I haven't even heard of them pretty much makes my point.
I would go for gameplay, but then I'm unlikely to buy either. I just don't get that many new games - the last new game I bought was Sins, and then a couple expansions for games I already had. Regardless, most consumers seem to be going with the high graphics options, so apparently we're the exceptions. Besides, that model fits nicely with the planned obsolescence that is so prevalent in society - if you make a game that holds people's attention for several years, you would be able to sell them any more games, will you? They won't have time for new ones.
Been done, on anything other than MMOs people pirate the extras.
Quite a bit of that is related to laws in those individual countries. Look at the shit Blizzard is going through right now because they apparently broke some sort of anti-foreign ownership laws. That will literally cut the WOW userbase in half, as it is currently cut off in China - that's 6 million users out of the 11 million active subscribers they had.
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