We are told for years now that the future of gaming is locking game licences to accounts and forcing people to be always online to fight piracy.
EA has implemented all of it with its sequel of Simcity (5 or 2013):
And guess what! Game is unplayable for most on release day. Amazon.com (not .de) is offering its customers a refund - EA only for some, but not all.
Again EA behaved reactively - let´s release the game and see how our hardware will cope with it and fix it later - I mean they are the first company to do so - oh wait there was Diablo III - there was ...
Nathan Grayson pretty much nails most of it in his article "SimCity Vs The People: Why Apologies Arent Enough". If a company forces DRM onto its users it has to have a benefit for the user and must not hinder the user in his tasks.
Last but not least Sharding - using several regional servers. This has to fail. Upon release date they put up lots of servers and you can only play with people on the same server - you cannot move your save games. Once the storm has ceased there will be lots of dead end servers - where multiplayer - if there is need - is no longer possible. With lots of virtual technology it should have been possible to create a cloud that acts as one big server - even though there are computer parks around the world doing the service the customer himself should not be involved.
I am hoping for three things after reading about this utterly failed release:
EA has implemented all of it with its sequel of Simcity (5 or 2013):
- bound to account (Origin)
- always on - nothing works without, games are saved on server - part of the computation is done by the servers
And guess what! Game is unplayable for most on release day. Amazon.com (not .de) is offering its customers a refund - EA only for some, but not all.
Again EA behaved reactively - let´s release the game and see how our hardware will cope with it and fix it later - I mean they are the first company to do so - oh wait there was Diablo III - there was ...
- refund discussion with an EA employee
- A beta tester writing about his concerns on about the DRM and server availability on the forum gets banned.
Nathan Grayson pretty much nails most of it in his article "SimCity Vs The People: Why Apologies Arent Enough". If a company forces DRM onto its users it has to have a benefit for the user and must not hinder the user in his tasks.
Last but not least Sharding - using several regional servers. This has to fail. Upon release date they put up lots of servers and you can only play with people on the same server - you cannot move your save games. Once the storm has ceased there will be lots of dead end servers - where multiplayer - if there is need - is no longer possible. With lots of virtual technology it should have been possible to create a cloud that acts as one big server - even though there are computer parks around the world doing the service the customer himself should not be involved.
I am hoping for three things after reading about this utterly failed release:
- that there will be a gamer´s lobby forming on the internet that does communicate with the software companies for better terms
- Distributors learn their lesson and instead of reacting they have a brainstorming beforehand and have their architecture ready to withstand a release stampeded. - I mean why is there pre-order.
- Software Companies come up with a way to sell used games - Similar to the new apple patents about selling and leases digital content
- Smaller startups realize their chance in selling games without DRM chains attacked.
- Concept of Servers is a thing of the past - See current MMO´s - lots of them are struggeling with server balances - either with over- or low population.