> There's also the question of preserving gaming history. As we saw with THQ last month, publishers aren't immortal. They can die, and had THQ implemented always-online DRM in Darksiders II, all copies of that game might've died with it when the rights to the series weren't bought up by another publisher. That's the part that concerns me the most. I still install (and play) lots of old games on every computer I own -…
SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
71–80 of 207 posts
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#72Earlier quoted context omitted.
> You aren't going to pirate Sim City 5. If there's interest in it, it'll be done. The connections will be sniffed and reproduced and/or the online component will just be cracked out entirely, but if somebody wants to do it it will ultimately be done.
I fear the game might just in general not be good enough for this to happen. Replicated pirate servers barely work well enough for WoW, and that is a hugely successful, and arguably very good game. I doubt SimCity 2013 is going to develop such a cult following to allow for these kinds of cracks.
My thoughts exactly; Giant Bomb's hour-long video review was pretty telling of the issues in the game that a lot of people just haven't been able to deal with yet. Problems that are only around because so much time was spent trying to implement the multiplayer aspect rather than focusing on the core gameplay itself.
I want a new SimCity game just as badly as everyone else, but at this point I'm looking towards other offerings in this space - hopefully by smaller companies - to hold the torch (any suggestions here would be excellent).
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#73Let the game be used in the manner that the vast majority of your paying customers prefer, or suffer a major loss of reputation.
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#74It'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…
Server woes are a necessary evil with MMOs, and people buy the game knowing they'll have to deal with some amount of downtime due to maintenance, overcrowding or just plain growing pains. Try telling FPS players that their game will be unavailable every Tuesday morning for 6-12 hours and they'll probably riot -- that's standard downtime in the MMO world though.
I am not sure that is true. What other than DRM stops people from setting up their own competing servers? What other than a lack of incentive for the game makers prevents community-run servers from interoperating, creating an enormous peer-to-peer universe?
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#75Earlier quoted context omitted.
I'm mixed on this. I really dislike online DRM, but one of the greatest weaknesses of SimCity 4 was that the average home computer had no hope of simulating a large city. This is still true today - while most computers could handle the graphics engine behind it, the simulation engine would still eat your machine for lunch. Moving the city simulation server-side certainly has its justifications - it opens up the field…
Is this actually the case? I've seen a lot of people say it, but then I've also seen some people say that they were able to keep playing for considerable periods of time even while the servers were offline. It sounds like one of those things where marketing-speak got misinterpreted as a technical design that isn't actually how it's built, but I really haven't investigated besides reading comments.
I also ran into what many others have seen in the first few days. I built up a large city over a few hours and then quit. When I started back up, nothing was there. The city was claimed but it was a clean slate. You might see this from any number of things. Maybe the sim is all on the computer. Maybe the saves are just borked. Maybe the saves are fine on one node but haven't been replicated to whatever node I my request got load balanced to when i reconnected.
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#76> There's also the question of preserving gaming history. As we saw with THQ last month, publishers aren't immortal. They can die, and had THQ implemented always-online DRM in Darksiders II, all copies of that game might've died with it when the rights to the series weren't bought up by another publisher. That's the part that concerns me the most. I still install (and play) lots of old games on every computer I own -…
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…
Then I guess I won't be gaming anymore. Not that I do much now, and I've mostly quit for other unrelated reasons, but if is the future of gaming, you can count me, and I'm sure many others, out.
I used to game a lot. I used to spend a not insignificant amount of money on games. If the publishers want to basically steal my money and call me the thief, then they can forget about having me as a customer.
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#77Earlier quoted context omitted.
The only serverside aspect is saves and social Am I misunderstanding what you mean by saves? That seems pretty important to me.
Important yes, but also presumably fairly simple to reverse engineer.
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#78I treat anything that is DRM-encumbered as a rental, and make buying decisions accordingly. It is not something I own, and I do not expect to be able to use it beyond a certain time horizon (a year or two). Same goes for DRM-protected books or music.
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#79Earlier quoted context omitted.
Parts of the game logic are run on the server. I don't expect more game companies to stay away from this; I expect them to do this a lot more for PC gaming. Probably not explicitly, but as much as people in /r/technology insists piracy doesn't matter, the companies continue to care. With online games, the need to worry about that largely evaporates. Instead, I expect companies to put in proper rate limiting, fallback…
"Parts of the game logic are run on the server." By which they mean: storage of save-games, and resource trading with your city-neighbors. That is ALL.
Re: SimCity Burning: A Warning to Publishers on The Dangers of Always-Online DRM
#80Earlier quoted context omitted.
This is wrong. The simulation is not serverside. If you disconnect from the servers you can play your city all you want. The only serverside aspect is saves and social (including region play), which would be relatively easier to recreate.
The only serverside aspect is saves and social Am I misunderstanding what you mean by saves? That seems pretty important to me.