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SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

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Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#141
post #49

If they had called this Sim City Online and marketed as not the next Sim City, but more of an MMO like Ever Quest, Guild Wars, and Star Wars Galaxies would be people be complaining as much if they knew they had to be online to play it. Sim City 4, 2000, and the original still run perfect and are extremely fun to play. Sim City 4 is on Steam even making it easy to get right now. I'm tempted to pick that up since I hav…

Yeah I agree, how can a mega billion company like EA fail so badly on marketing. Strategy should've been simple: 1) release it as sim city online, with marketing emphasizing it's like a sim city mmo. People will be more tolerant of launch network issues. Make lots of $$$ 2) later release single player sim city 5 (just rip out online parts from above) make more $$$ Such an inept company.

The problem is that, realistically, "SimCity Online" would have bombed. City-building isn't a co-op game, and SimCity customers are not co-op gamers. CitiesXL tried to market itself as that, and it bombed, so now they de-emphasize the online aspects.

The ugly truth remains the same: this game is "social" just as an excuse to implement hardcore DRM. Sugar-coating.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#142
post #136

Earlier quoted context omitted.

This is truly delusional. Your model assumes that the current model, (buy once own forever), isn't making them enough money to keep the lights on. The issue here isn't that EA is not making enough to keep the lights on. It's that EA wants to make more, and more, and more and more, and more... And is too lazy to figure out a true solution to piracy. Nobody will pay $60 to "rent" something for 2 years. You already pay…

Have you looked at EA's financials? They have been losing money for years.

I was curious so I went and looked: Mostly true, according to their SEC filings[1]. On page 28 of their 2012 10-K[2] we see their net earnings:

2012: $76M 2011: ($276M) 2010: ($677M) 2009: ($1088M) 2008: ($454M)

So they juuuust squeaked back into profitability last year; probably mainly due to the slowly improving economy (games are luxury items and folks are only now cringing less when they spend on them).

It's hard to know yet whether this ugly launch was actually a bad move for them; dollars don't lie and they appear to be paying enough to get some heavyweight execs.

[1]: http://investor.ea.com/sec.cfm [2]: http://files.shareholder.com/downloads/ERTS/2357335259x0x590...

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#143
post #141

Earlier quoted context omitted.

Yeah I agree, how can a mega billion company like EA fail so badly on marketing. Strategy should've been simple: 1) release it as sim city online, with marketing emphasizing it's like a sim city mmo. People will be more tolerant of launch network issues. Make lots of $$$ 2) later release single player sim city 5 (just rip out online parts from above) make more $$$ Such an inept company.

The problem is that, realistically, "SimCity Online" would have bombed. City-building isn't a co-op game, and SimCity customers are not co-op gamers. CitiesXL tried to market itself as that, and it bombed, so now they de-emphasize the online aspects. The ugly truth remains the same: this game is "social" just as an excuse to implement hardcore DRM. Sugar-coating.

The game honestly works quite well if you do think of it as a co-op game. A real life friend made a region, and I founded a city in his region.

You can do things like: - volunteer excess services such as fire trucks, police cars, trash pickup, recycling trucks. The last one there can be lucrative if you use the raw materials you collect to build processors. - buy water/power/etc utility capacity on an as-needed basis. Instead of having a brownout if your city grows but you forgot to scale up your electricity production, it'll just buy some automatically from other cities in the region - town hall upgrade modules, such as the "department of transportation" which allows more transit options (train/ferry), "department of education" that allows colleges and universities, etc are shared with the region. Each time you level up your city hall you are allowed to add one of the department modules. Eventually you get to a point where you need over 290k citizens, but want some of the upgrades from a department you haven't built yet. A neighboring city can build those departments to help you out. - After spending a bunch of money on university research and applying for a great works project, cities can contribute the resources needed to build these large scale products, and all the cities in the region benefit. Great works projects are things like a major airport, a huge solar collector (the size of a city), a space program, etc. Some bring tourists, some provide resources, etc.

The game is extremely social, but if you'd like you can ignore it. I'm in agreement with everyone here that if you want to ignore the social and play offline, you should be able to.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#145
I dunno, you don't see the outcry when the thing is reliably up and working correctly. I play several games that are "always on" or "internet only," and we gamers seem completely fine with it as long as up-time is 99.99%.

People bought the game knowing the DRM would be heavy. That's not what's killing SimCity. The real reason this failed is because it broke. It crashed and burned terrifically. It was implemented poorly, and it was really unreliable.

The warning here is this: make shit that works. We would see the same outcry if an offline game crashed regularly, deleted saves, and had bugs on opening day that made it unplayable.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#146
post #19

It's an interesting case study. This happens with nearly every MMO and people grumble but accept it. Within a couple weeks, the server issues are mostly resolved and people don't think about it anymore. And yet, people are pissed about this. The fact that people see the game as single player seems to make a huge difference. It seems the lesson is that, if you want to do the always-on thing, you need to design your ga…

People are pissed because it's an artificial restriction. People understand that talking to a server is necessary for an MMO to work, and they also understand it is not necessary for SimCity to work. When an MMO talks to a server. it's in the user's best interest. When SimCity tries to talk to a server, it's against the user's best interest, who might want to play in a place without an internet connection, but is pre…

I'm skeptical about EA doing this because they are scary and evil (although I won't argue with that specifically).

I am open to the idea that there is much more to the simulation than users are able to replicate on their own computers at home. I wish EA/Maxis would address specifically why an always on connection is required, so we don't have an abnormal amount of unfounded nerdrage opinions floating around about DRM.

DRM sucks, for sure, but I doubt that's the only reason this game requires a connection.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#147
post #95

Earlier quoted context omitted.

but piracy seems to be our only guaranteed method of preserving them You aren't going to pirate Sim City 5. This is the future of gaming. Companies are just going to avoid all the grief of piracy and weird DRM by either moving to locked-down platforms (iOS and consoles) or into games that have essential online components. It's a classic prisoner's dilemma. I'd love to by a game and install it on my PC without it taki…

This is not the future of gaming. Look at how badly SimCity flopped. Let me compare to DotA2 which I play a lot. It's exclusively multiplayer and thus needs an internet connection, yet it's free to play. How much have I spent on it? At this point at least $75+ dollars. THIS IS THE FUTURE OF GAMING. Valve has the right model. I know valve didn't create the F2P model but it has implemented it the best as far as I know.…

It didn't really flop though - EA had an immense amount of pre-orders, and that's all that matters. The money has been made, incentive validated.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#148
post #141

Earlier quoted context omitted.

Yeah I agree, how can a mega billion company like EA fail so badly on marketing. Strategy should've been simple: 1) release it as sim city online, with marketing emphasizing it's like a sim city mmo. People will be more tolerant of launch network issues. Make lots of $$$ 2) later release single player sim city 5 (just rip out online parts from above) make more $$$ Such an inept company.

The problem is that, realistically, "SimCity Online" would have bombed. City-building isn't a co-op game, and SimCity customers are not co-op gamers. CitiesXL tried to market itself as that, and it bombed, so now they de-emphasize the online aspects. The ugly truth remains the same: this game is "social" just as an excuse to implement hardcore DRM. Sugar-coating.

CitiesXL bombed because it's awfully made and incredibly painful to play from a gameplay standpoint. It's sure gorgeous, but doesn't hold a candle to even Sim City 4 in terms of fun.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#149
> let it be yet another lesson to publishers like EA and Activision/Blizzard, and platform owners Microsoft and Sony, who may be considering always-on DRM in next-gen consoles or PC games: don't even think about it. It's a pipe dream

But this is Always-Online DRM done wrong. You DO NOT prioritize prevention of pirate-enabled playing of your game. You DO NOT implement anything which causes legitimate users to not be able to play. You DO prioritize UX over anything else at launch. You bias heavily to avoid false positives. Legit users (i.e. customers) are your first priority -- as they should be.

Most of all, you do not live in the fantasy world of DRM being some kind of impenetrable fortress. Basically, the resources of the entire Internet are arrayed against you, and the forces on your side constitute several hundred people in your company at most. You as the game publisher aren't the evil empire. You're the guerrillas. You don't have a vast army and an impenetrable fortress. You have a few fighters on your side and a jungle to hide in.

Here is what you do: You prioritize detection. You let the pirates play. You let the pirates believe that they've broken your DRM by throwing some honeypot DRM at them for them to break. All the while, you're detecting them. Then, when they think they've won, you use assets that you can control (servers) to restrict the pirate-enabled users you've detected. The point here is to be the one to keep the pirates guessing, not the other way around. Let them announce cracks, then make sure they get egg on their face a week after their "release -- again and again. Basically, you fight dirty to make sure that your product is far superior to the pirate's.

The way to have DLC in the modern age is to make sure that a key element of your "DLC" always stays on the server.

Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM

#150
post #99
post #49

If they had called this Sim City Online and marketed as not the next Sim City, but more of an MMO like Ever Quest, Guild Wars, and Star Wars Galaxies would be people be complaining as much if they knew they had to be online to play it. Sim City 4, 2000, and the original still run perfect and are extremely fun to play. Sim City 4 is on Steam even making it easy to get right now. I'm tempted to pick that up since I hav…

They could still have all these social/online features and not require internet-DRM to play. You play your game, and if you want to do something social and the servers are down -- it sucks, but you can still play, and take part in the social stuff when it is up and working. For online saves -- there is a local backup for when the online system is down. These are not difficult things. They are just trying to fight an…

Diablo III has shown that it's not an ever-losing battle, as unfortunate as that may be for the consumer caught in the middle in the foreseeable future.
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