They Just Don't Get It
Let's suppose for a minute that "The Man" is north American. He would have you believe that PC gaming is dying, and were I to take a walk through my local EB I'd be inclined to agree. So why is this once powerful platform withering away - at least in the mind of "the man"?
They'd have us believe that piracy is to blame. Clearly, people who are willing to spend thousands of dollars bulding their dream PCs are nothing more than digital thieves. I have a different theory for why the likes of Ubisoft are seeing a decline in their PC sales. It's no accident that I've singled out Ubisoft as a company that just doesn't "get it", their latest announcement of draconian DRM coupled with an inflated price for Assassin's Creed 2 points to an overall lack of understanding of the industry. ![]() PC gamers aren't looking to pay a $10 dollar markup on a game for no discernable reason (we have Activision to thank for that), and we certainly don't want to be forced to be connected to the Internet at all times while playing the game (as opposed to a one time online authentication). It's as though for every positive these companies create for the platform has to be offset by a negative. Let's look at Grand Theft Auto IV; a port that took nearly a year to appear on the PC. The thing Rockstar nailed with this game was the controls, you could seamlessly change between keyboard and mouse and the Xbox 360 controller. Not only would the game recognize both, but in-game prompts would recognize which control method you were using at the time and would change to reflect this; it's an implementation I haven't seen duplicated yet. Inexplicabily though the game was very poorly optimized, needing a Quad Core CPU to function well, as well as being ladelled with all this other junk. You need both a Rockstar and Games For Windows Live account to play this game. On top of that, you can't even enter a multiplayer game until you've loaded up your latest single player game. I can see how the in-game navigation of using your cell to do everything is cool, but this unnecessary interface step just boggled my mind. It sounds crazy, but it seems like the only huge developer/publisher that "gets it" is EA. Their PC ports lately have been a thing of beauty, and haven't been laden with unnecessary levels of DRM. Just take a look at Dragon Age and Mass Effect 2. Both games (developed by Bioware - who is owned by EA) had fantastic PC ports and weren't given any additional DRM when distributed over Steam. Hell, many people will say that the PC version of Dragon Age is such an improvement over the console versions that it should be regarded as the definitive version of the game. These games weren't sold at an astounding $60, and Dragon Age was even found on sale on Steam shortly after its release. What kind of a world do we live in where the likes of Activision and Ubisoft are trying to squeeze us for every penny we have, but EA is actually giving us great value for a decent price? It used to be that we'd look to Activision and Ubisoft for our innovative ideas and new games - remember Beyond Good & Evil. Now these two companies are content with pushing out the same content year after year, with more and more restrictive DRM and higher prices. I just don't get it. Posted in Articles |
Storm Says: Sure but the negative effects of Ubi's new DRM are larger than the negative effects of piracy.
Wolvenbane Says: The piracy stats are rarely correct. There is no way to accurately calculate piracy. How many people have pirated a game as a sort of rental, then purchased a legal copy because they liked it? And did that one person get counted twice as both a pirate and a legal player? Does that throw off the "stats"? And should that person count as a pirate or legit player (because one person should only count once for stat counts)?
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RandomEngy Says:
February 1st 2010 @ 4:02 pm EST
I understand the sentiment, but I think you're understating the effects of piracy. When you go out and look at the data, such as with studies done on World of Goo or Demigod, you see an absolutely ridiculous number of people pirating the game. In World of Goo, you had 80+% of people that played pirating it. And that's when the game is good, cheap and completely DRM free (and not just on Steam without 3rd party DRM).
Making good PC ports/versions is certainly essential for good sales, but I think it's hard to argue that piracy isn't taking some toll on sales, given the sheer scale it occurs on.
DRM can do two major things to help cut down on piracy and boost sales: prevent casual piracy (passing around a disc and installing it on a bunch of friend's computers) and delay the cracked version of the game, encouraging people to buy rather than pirate in the crucial opening period.
You don't need drastic measures like constantly requiring an internet connection to play the game to prevent causal piracy. That means the only possible motivation for this level of DRM is preventing the creation of a workable cracked copy of the game. But somehow I doubt that these restrictions are going to get dropped when a cracked version surface, which I believe is the biggest problem with these DRM schemes. What happens is the developers make the game and walk away. The DRM just lingers on, a dead, useless weight attached to the thing you're trying to sell. And when that weight is having to deal with yet another online account and having to be online to play your single-player games? I am in agreement. It's awful.
Their value proposition is: Sign up for our account and you can save your games to the cloud! Amazing! That is, it might be if there weren't already a better service that offered this that millions of PC gamers had an account for already.