Always online does not equal DRM
by Xenos , Shores of Time, Wednesday, March 20, 2013, 20:33 (4275 days ago)
edited by Xenos, Wednesday, March 20, 2013, 20:44
I love how there are so many articles talking about Destiny having "Always online DRM." When did Bungie ever say the always on feature was to protect from piracy? MMOs have to be always connected to the Internet, but it is not Digital Rights Management, it is the only way to connect to the game's servers. Always-online DRM is an accurate description when a game doesn't NEED to be online to function as it normally does, Mass Effect 3 being an example. To me this is not even the same argument as "Why can't I play Destiny offline?" since that is more about wanting to play where you don't have an Internet connection, not being concerned about DRM. I bring it up here half as a rant, but also to see what you guys think. Am I crazy, are they the same thing, or is it just a requirement because of the experience they want to create?
Always online does not equal DRM
by katancik , Portland, OR/ University of Texas, Wednesday, March 20, 2013, 20:40 (4275 days ago) @ Xenos
I'm just getting tired of complaints about unreleased things.
"The new Xbox is getting rid of used games! Wah!" -New Xbox hasn't even been announced.
"Destiny sucks for people who only play alone! Wah!" - Destiny has released next to nothing about gameplay.
"PS4 online still sucks! Wah!" - Almost nothing has been released about the new PSN
Just stop it people.
This
by Xenos , Shores of Time, Wednesday, March 20, 2013, 20:43 (4275 days ago) @ katancik
edited by Xenos, Wednesday, March 20, 2013, 21:26
I'm just getting tired of complaints about unreleased things.
Couldn't agree more. Really, the Internet seems to have become that one friend in your group who tells you the new movie you're excited about is going to suck after seeing the teaser. You don't know any more than I know if it's going to rock.
This
by Stephen Laughlin , Long Beach, CA, Wednesday, March 20, 2013, 21:25 (4275 days ago) @ Xenos
Couldn't agree more. Really, the Internet seems to have become that one friend in your group who tells you the new movie you're excited about is going to suck after seeing the teaser. You don't know any more than I know if it's going to rock.
I know it's going to rock. I have foreseen it.
Mark this post well. In the year 2014 the people of the world will look back with their augmented digital eyeballs and know the 21st century Nostradamus walked among them.
Marked.
by Xenos , Shores of Time, Wednesday, March 20, 2013, 21:26 (4275 days ago) @ Stephen Laughlin
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This
by Dagoonite, Somewhere in Iowa, lost in a cornfield., Wednesday, March 20, 2013, 22:33 (4275 days ago) @ Stephen Laughlin
Pfft. I'll be rocking the singularity by then, my friend. WE WON'T NEED EYES WHERE I'M GOING.
...wait...
What about roads?
by Ragashingo , Official DBO Cryptarch, Wednesday, March 20, 2013, 22:45 (4274 days ago) @ Dagoonite
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What about roads?
by Dagoonite, Somewhere in Iowa, lost in a cornfield., Wednesday, March 20, 2013, 23:45 (4274 days ago) @ Ragashingo
Dr. William Weir assures me there will be no roads.
Roads? Where we're going, we won't need roads...
by thebruce , Ontario, Canada, Thursday, March 21, 2013, 06:35 (4274 days ago) @ Ragashingo
- No text -
I believe it does
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 20, 2013, 23:17 (4274 days ago) @ Xenos
DRM is anything that is in place to actively restrict you from using the game on a system capable of executing the game code.
Imagine the following scenario:
Your console is flagged as banned on XBL. You have a real copy of the game and a real xbox, however MS won't let you connect to the server to play Destiny. Since connecting is required to play Destiny, then Microsoft is actively restricting your use of the game. DRM.
Imagine another scenario:
A perfect Xbox 360 emulator is released tomorrow. You buy Destiny and try to play it. The emulator has the capability to communicate the same way as an xbox, but since consoles individually identify themselves to the server, there is no way MS would allow the emulator to connect. Thus, they are again restricting your access to the game.
If you have hardware (or software in the case of emulators) capable of executing the game code, but for whatever reason you are prevented from doing so by an action, device, or algorithm put there by the developer / publisher, then it's DRM.
I believe it does
by Xenos , Shores of Time, Wednesday, March 20, 2013, 23:26 (4274 days ago) @ Cody Miller
edited by Xenos, Wednesday, March 20, 2013, 23:47
DRM is anything that is in place to actively restrict you from using the game on a system capable of executing the game code.
Imagine the following scenario:
Your console is flagged as banned on XBL. You have a real copy of the game and a real xbox, however MS won't let you connect to the server to play Destiny. Since connecting is required to play Destiny, then Microsoft is actively restricting your use of the game. DRM.
Imagine another scenario:
A perfect Xbox 360 emulator is released tomorrow. You buy Destiny and try to play it. The emulator has the capability to communicate the same way as an xbox, but since consoles individually identify themselves to the server, there is no way MS would allow the emulator to connect. Thus, they are again restricting your access to the game.
If you have hardware (or software in the case of emulators) capable of executing the game code, but for whatever reason you are prevented from doing so by an action, device, or algorithm put there by the developer / publisher, then it's DRM.
I think the thing that really gets me is they are talking about Destiny as if it's always-online specifically as an anti-piracy idea (which to me is what DIgital Rights Management is for) when I have read very few about for example Guild Wars 2. The online component in both (at least from what they have revealed about Destiny) is meant to ADD gameplay features NOT limit players' accessibility. I think the thing that's really killed Maxis/EA for example is the fact that people have hacked SimCity and shown that gameplay is not hampered by not being connected to their servers.
I believe it does
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 20, 2013, 23:46 (4274 days ago) @ Xenos
The online component in both (at least from what they have revealed about Destiny) is meant to ADD gameplay features NOT limit players' accessibility. I think the thing that's really killed Maxis/EA for example is the fact that people have hacked SimCity and shown that gameplay is not hampered by not being connected to their servers.
This makes no sense. How can it ADD gameplay features if there's no offline component? You just have one thing: the game features that are there.
I believe it does
by Xenos , Shores of Time, Wednesday, March 20, 2013, 23:47 (4274 days ago) @ Cody Miller
The online component in both (at least from what they have revealed about Destiny) is meant to ADD gameplay features NOT limit players' accessibility. I think the thing that's really killed Maxis/EA for example is the fact that people have hacked SimCity and shown that gameplay is not hampered by not being connected to their servers.
This makes no sense. How can it ADD gameplay features if there's no offline component? You just have one thing: the game features that are there.
I meant compared to the hypothetical scenario where it's an offline game instead.
I believe it does
by MrPadraig08 , Steel City, Thursday, March 21, 2013, 07:41 (4274 days ago) @ Cody Miller
I believe me means features that in always online's absence wouldn't be doable or hold up to the same quality.
To be perfectly honest, I'll be a but bummed if this is true, but I'm already playing a game the same way they are suggesting, Borderlands 2. There is zero chance I will ever play that game single player again. The co-op features and modes offer too much for me to feel in any way fulfilled playing solo. I play it whenever people are able, and it is a nice cadence to have a game that isn't vying for my all consumed attention all the time like the rest of the FPS's of today.
I believe it doesn't
by Dean Hofmeyer (unhh) , Warsaw, IN, Thursday, March 21, 2013, 01:35 (4274 days ago) @ Cody Miller
DRM is anything that is in place to actively restrict you from using the game on a system capable of executing the game code.
That's a fairly valid - though incomplete - definition, but it doesn't match up with what we know about Destiny. The game's always-online state is to allow the player access to the persistent world. It's an integral part of the game's functionality, not a restrictive measure.
Imagine the following scenario:
Your console is flagged as banned on XBL. You have a real copy of the game and a real xbox, however MS won't let you connect to the server to play Destiny. Since connecting is required to play Destiny, then Microsoft is actively restricting your use of the game. DRM.
That's not DRM, that's a banned box. Say I'm caught recording a movie and get myself banned from the local theater. A few weeks later, a film comes out and I want to go see it, but when I go to purchase a ticket the clerk recognizes me and has security escort me out. Theater management isn't trying to keep me from seeing the movie, they're simply upholding the measures they already took to prevent me from copying films.
Sure, Destiny will be unplayable on a banned box, but that doesn't mean Destiny will have DRM, it means XBL has DRM.
Imagine another scenario:
A perfect Xbox 360 emulator is released tomorrow. You buy Destiny and try to play it. The emulator has the capability to communicate the same way as an xbox, but since consoles individually identify themselves to the server, there is no way MS would allow the emulator to connect. Thus, they are again restricting your access to the game.
Again, this wouldn't have anything to do with Destiny. If Microsoft doesn't want people playing Xbox 360 games without shelling out for the hardware, they'll set up an authentication system - but again, it's got nothing to do with Destiny.
If you have hardware (or software in the case of emulators) capable of executing the game code, but for whatever reason you are prevented from doing so by an action, device, or algorithm put there by the developer / publisher, then it's DRM.
Be it DRM or not, the measure isn't in place to control Destiny specifically. You're arguing on either side of your purported point, and proving nothing. Will XBL's DRM make Destiny unplayable for a few people who don't play by Microsoft's rules? Possibly. That doesn't mean Destiny will have DRM.
Good points
by Xenos , Shores of Time, Thursday, March 21, 2013, 01:37 (4274 days ago) @ Dean Hofmeyer (unhh)
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Good points
by Malagate , Sea of Tranquility, Thursday, March 21, 2013, 05:08 (4274 days ago) @ Xenos
Lets hope there are at least provisions for offline competitive play. LAN parties will suffer otherwise.
~M
Good points
by Kermit , Raleigh, NC, Thursday, March 21, 2013, 07:06 (4274 days ago) @ Malagate
Lets hope there are at least provisions for offline competitive play. LAN parties will suffer otherwise.
~M
Fingers crossed. :)
Good points
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 21, 2013, 11:44 (4274 days ago) @ Kermit
Lets hope there are at least provisions for offline competitive play. LAN parties will suffer otherwise.
~M
Fingers crossed. :)
He's being sarcastic.
Good points
by Kermit , Raleigh, NC, Thursday, March 21, 2013, 14:25 (4274 days ago) @ Cody Miller
Lets hope there are at least provisions for offline competitive play. LAN parties will suffer otherwise.
~M
Fingers crossed. :)
He's being sarcastic.
He is? I've been to a LAN at his house, so I assumed not.
I believe it doesn't
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 21, 2013, 12:30 (4274 days ago) @ Dean Hofmeyer (unhh)
That's a fairly valid - though incomplete - definition, but it doesn't match up with what we know about Destiny. The game's always-online state is to allow the player access to the persistent world. It's an integral part of the game's functionality, not a restrictive measure.
I want to agree, and I totally see where you are coming from and have the same sentiment, but in practice I don't think this is so, simply because Microsoft or Sony is the one determining who can connect, and thus who can play. With something like say, Unreal Tournament, which is likewise nearly essential to play online, you can play regardless of what anybody from the industry says, either by connecting to your favorite private server, or by creating one yourself.
Sure, Destiny will be unplayable on a banned box, but that doesn't mean Destiny will have DRM, it means XBL has DRM.
And since XBL and PSN are integral parts of Destiny, then Destiny by extension has DRM.
Be it DRM or not, the measure isn't in place to control Destiny specifically.
Always being required to connect to the publisher's / developer's server seems to me to be the epitome of trying to control their game. If the game won't operate without a connection, and they mediate the connection, then they control who has access to the content.
Whether it's about piracy or not is a totally separate question. DRM can be used for much more than just stopping pirates.
I believe it doesn't
by Dean Hofmeyer (unhh) , Warsaw, IN, Thursday, March 21, 2013, 15:41 (4274 days ago) @ Cody Miller
That's a fairly valid - though incomplete - definition, but it doesn't match up with what we know about Destiny. The game's always-online state is to allow the player access to the persistent world. It's an integral part of the game's functionality, not a restrictive measure.
I want to agree, and I totally see where you are coming from and have the same sentiment, but in practice I don't think this is so, simply because Microsoft or Sony is the one determining who can connect, and thus who can play. With something like say, Unreal Tournament, which is likewise nearly essential to play online, you can play regardless of what anybody from the industry says, either by connecting to your favorite private server, or by creating one yourself.
It doesn't sound like a private-server model would work for what Bungie has in mind for Destiny. You're comparing apples to oranges and telling me the apples are awful because they don't split into nice sections.
Sure, Destiny will be unplayable on a banned box, but that doesn't mean Destiny will have DRM, it means XBL has DRM.
And since XBL and PSN are integral parts of Destiny, then Destiny by extension has DRM.
However you put it, that DRM is a moot point when discussing Destiny itself, as any online Xbox or Playstation game will be subject to the same rights management.
Be it DRM or not, the measure isn't in place to control Destiny specifically.
Always being required to connect to the publisher's / developer's server seems to me to be the epitome of trying to control their game. If the game won't operate without a connection, and they mediate the connection, then they control who has access to the content.Whether it's about piracy or not is a totally separate question. DRM can be used for much more than just stopping pirates.
Take out the R in DRM, and you're completely right. A constant connection to Bungie's server is absolutely about digitally managing the game - but I don't think you have any reason at this point to believe it's about managing the rights of ownership.
To bring Sim City back into the discussion, its online connection can be said to be DRM-driven because it had no necessary effect on gameplay. Destiny, from what litle we know, seems to be toward the other end of the spectrum: gameplay necessarily relying on a connection to a server. The game's all about exploring the galaxy with your friends. It simply wouldn't work without an internet connection. Stop reading so much into it until you have more to read.
I believe it doesn't
by narcogen , Andover, Massachusetts, Thursday, March 21, 2013, 23:48 (4273 days ago) @ Dean Hofmeyer (unhh)
DRM is anything that is in place to actively restrict you from using the game on a system capable of executing the game code.
That's a fairly valid - though incomplete - definition, but it doesn't match up with what we know about Destiny. The game's always-online state is to allow the player access to the persistent world. It's an integral part of the game's functionality, not a restrictive measure.
Imagine the following scenario:
Your console is flagged as banned on XBL. You have a real copy of the game and a real xbox, however MS won't let you connect to the server to play Destiny. Since connecting is required to play Destiny, then Microsoft is actively restricting your use of the game. DRM.
That's not DRM, that's a banned box.
Yes, it is DRM. When you combine the XBL ban (regardless of the reason) with Destiny's online requirement, you have DRM-- a software restriction put in place to prevent you from doing something you'd otherwise be able to do.
A modded console cannot be used to play a pirate copy of Destiny, for instance, because you can't keep the system offline, and once you're online, the system will detect you and the game will shutdown. (In theory.)
In practice, of course, all it means is another hoop. Someone will figure out how it works, and the process of hacking/copying the game and modding the console will be extended to include telling the game it's OK to run even offline. Since we already know you'll be able to play Destiny solo, you won't actually be forced to use any of the online features.
If you're playing Destiny without using those features, the only thing the "always online" functionality does is... work as DRM. Until it's defeated. After that, all it does is inconvenience those who paid full price to play on a legitimate console. Those who pirated the game and play on a modded console, as usual, will barely notice.
I believe it doesn't
by Xenos , Shores of Time, Thursday, March 21, 2013, 23:54 (4273 days ago) @ narcogen
In practice, of course, all it means is another hoop. Someone will figure out how it works, and the process of hacking/copying the game and modding the console will be extended to include telling the game it's OK to run even offline. Since we already know you'll be able to play Destiny solo, you won't actually be forced to use any of the online features.
If you're playing Destiny without using those features, the only thing the "always online" functionality does is... work as DRM. Until it's defeated. After that, all it does is inconvenience those who paid full price to play on a legitimate console. Those who pirated the game and play on a modded console, as usual, will barely notice.
This is one thing we don't know for sure though. If all the online features are for playing with other players than you are definitely right. But since from what they've said I understand the world will be constantly changing and that cannot be done with out being connected to their servers. Now I'm not necessarily arguing that doesn't make it DRM, but it does mean it's more than just keeping you connected just so they can prevent pirating or whatever.
I believe it doesn't
by narcogen , Andover, Massachusetts, Saturday, March 23, 2013, 04:04 (4272 days ago) @ Xenos
This is one thing we don't know for sure though. If all the online features are for playing with other players than you are definitely right. But since from what they've said I understand the world will be constantly changing and that cannot be done with out being connected to their servers. Now I'm not necessarily arguing that doesn't make it DRM, but it does mean it's more than just keeping you connected just so they can prevent pirating or whatever.
"more than" does not equal "not".
When a developer and a publisher agree on implementing a feature, they may have very different reasons for doing so.
I believe it doesn't
by Xenos , Shores of Time, Saturday, March 23, 2013, 13:31 (4272 days ago) @ narcogen
This is one thing we don't know for sure though. If all the online features are for playing with other players than you are definitely right. But since from what they've said I understand the world will be constantly changing and that cannot be done with out being connected to their servers. Now I'm not necessarily arguing that doesn't make it DRM, but it does mean it's more than just keeping you connected just so they can prevent pirating or whatever.
"more than" does not equal "not".When a developer and a publisher agree on implementing a feature, they may have very different reasons for doing so.
Which is why I said I'm not necessarily arguing that :)
I believe it doesn't
by thebruce , Ontario, Canada, Friday, March 22, 2013, 06:36 (4273 days ago) @ narcogen
That's not DRM, that's a banned box.
Yes, it is DRM. When you combine the XBL ban (regardless of the reason) with Destiny's online requirement, you have DRM-- a software restriction put in place to prevent you from doing something you'd otherwise be able to do.
Ok, regardless of platform, does DESTINY have DRM?
The question isn't can you banned from a platform and thus access to the game - the question is will the GAME block you from playing if you don't have the rights to that game?
If you have a pirated copy of Destiny on the PC, will you still be able to connect and play (always-on) or will it sense that you have a pirated copy and block you?
Always-online just means you have to connect to the server in order to play, and remain connected in order to play. The gameplay takes place on the server. If you want to play offline and it doesn't let you, that's not DRM, that's juhst how they created the game.
Do you have the RIGHT to play online - that is the question.
Exhibit A: Banned Consoles
by kapowaz, Thursday, March 21, 2013, 01:40 (4274 days ago) @ Cody Miller
edited by kapowaz, Thursday, March 21, 2013, 01:56
Imagine the following scenario:
Your console is flagged as banned on XBL.
Then you've done something to justify a ban, which is the issue at play here. Everything else is a footnote to that ban.
Exhibit B: Emulators
by kapowaz, Thursday, March 21, 2013, 01:56 (4274 days ago) @ Cody Miller
Imagine another scenario:
A perfect Xbox 360 emulator is released tomorrow. You buy Destiny and try to play it. The emulator has the capability to communicate the same way as an xbox, but since consoles individually identify themselves to the server, there is no way MS would allow the emulator to connect. Thus, they are again restricting your access to the game.
Emulators have long been an ethical and legal grey area. There are two main sides to the story: gamers want to be able to continue to play games long after the hardware has stopped being made or is easily available, whereas publishers want to continue to enforce their IP rights. A smaller number of players want to play current console games on PC hardware for some reason (possibly to hack around with it, possibly because they don't want to buy the hardware).
Usually what's happened is that emulator developers have gotten around IP rights by not distributing anything that could be construed as the original console maker's intellectual property — for example the system ROM for a given console. Obviously these are available fairly trivially via torrents and warez sites etc, but the emulator projects themselves can keep their nose clean. However whenever the console being emulated is still being sold and is readily available, the console maker quite rightly sees this as an attempt to circumvent their control and potentially to get in the way of their own sales too. Remember Bleem!?
Taking all this and applying it to Destiny we're clearly not talking about old, dead hardware so the first set of considerations don't apply. But on top of that, the game itself relies upon Xbox Live, and — almost certainly — Bungie's own server system to both be up and running. Witness the end of Halo 2 multiplayer — that's Destiny's fate in probably no more than 15 years’ time. The same will happen to World of Warcraft someday, too. Emulator or no, there will be a point in the future where there is no server part of the equation around to play Destiny any more. And that's not DRM.
Exhibit B: Emulators
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 21, 2013, 08:58 (4274 days ago) @ kapowaz
Emulators have long been an ethical and legal grey area.
This is a myth. Emulators are 100% legal. Distribution of BIOS files is 100% illegal. Distribution of game ROMS is 100% illegal. It's pretty simple and clear cut.
Exhibit B: Emulators
by kapowaz, Thursday, March 21, 2013, 09:12 (4274 days ago) @ Cody Miller
Emulators have long been an ethical and legal grey area.
This is a myth. Emulators are 100% legal. Distribution of BIOS files is 100% illegal. Distribution of game ROMS is 100% illegal. It's pretty simple and clear cut.
Yes, emulators are 100% legal, but they're also 100% useless without BIOS ROMs and games, so even when talking about the (tiny minority of) folks who are using them to run homebrew games there is still lawbreaking involved. Is it wrong to do this? There are arguments for and against, not least of which is historical preservation (when the companies involved clearly only care about this if there's money to be made). Ergo, it's an ethical grey area.
Exhibit B: Emulators
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 21, 2013, 09:26 (4274 days ago) @ kapowaz
Emulators have long been an ethical and legal grey area.
This is a myth. Emulators are 100% legal. Distribution of BIOS files is 100% illegal. Distribution of game ROMS is 100% illegal. It's pretty simple and clear cut.
Yes, emulators are 100% legal, but they're also 100% useless without BIOS ROMs and games, so even when talking about the (tiny minority of) folks who are using them to run homebrew games there is still lawbreaking involved. Is it wrong to do this? There are arguments for and against, not least of which is historical preservation (when the companies involved clearly only care about this if there's money to be made). Ergo, it's an ethical grey area.
It is extremely easy to legally use most modern emulators. Many can emulate the BIOS, and most can simply accept a real game disc in your optical drive.
Case in point: Virtual Game Station, PCSX, Dolphin, etc
I believe it does
by Dean Hofmeyer (unhh) , Warsaw, IN, Monday, March 25, 2013, 01:35 (4270 days ago) @ Cody Miller
A persistent world needs a save file.
A shared world needs networking.
A persistent shared world needs a networked save file that any player's console can read from or write to at any time, regardless of simultaneous connections or lack thereof.
The only way to accomplish that is with a central server.
Very few people want to take the time to set up their own dedicated server.
The best solution, looking purely from a gameplay perspective, is a developer-controlled and -maintained server.
None of that has anything to do with rights management, ergo it is not DRM.
I believe it does
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 25, 2013, 09:20 (4270 days ago) @ Dean Hofmeyer (unhh)
None of that has anything to do with rights management, ergo it is not DRM.
It has to do with rights management because the server has to accept your connection, and guess who determines whether the connection is accepted? THE SERVER not YOU. Your ability to play is determined by whether the server gives you permission to play.
That's about as clear as I can make it.
Notice how I'm not necessarily saying this kind of DRM is bad, and I'm not saying it doesn't actually add value to the game experience. Because it DOES, and such a game would be impossible without DRM. Instead of denying that DRM is at play, you should instead be weighing the benefit, to the cost of having your ability to play be determined by someone else.
I believe it does
by Dean Hofmeyer (unhh) , Warsaw, IN, Monday, March 25, 2013, 12:37 (4270 days ago) @ Cody Miller
In order for it to be DRM, it needs to be designed with rights management in mind. The connection itself doesn't mean there's DRM in play. As I've said, of course there will be - but as you said, that's not a bad thing. Unless they do an online pass. Then it's kinda shitty.
Except that it does.
by narcogen , Andover, Massachusetts, Thursday, March 21, 2013, 23:42 (4273 days ago) @ Xenos
The best case scenario would be a game that implements always online functionality to deliver the best possible play experience and to provide DRM.
The worst case scenario is what we see with SC5: gameplay hobbled for the sake of always online that exists solely for DRM purposes, covered up with poorly thought-out excuses, rationalizations, and outright lies.
However, one would have to be naive in the extreme to believe that DRM plays no part in the decision of a developer and a publisher to release a game with this feature, regardless of the publisher, the developer, or the platform.
Ideally all entertainment content, regardless of type or genre, would be DRM-free donationware, but as long as publishers persist in the aggressive delusion that piracy is theft, rather than infringement, and that the best defense is a good offense, this trend will continue.
Client-Server != DRM
by kapowaz, Friday, March 22, 2013, 01:59 (4273 days ago) @ narcogen
...I'm tired of hearing that a game requiring you be online means it has DRM. No; it's a technical design decision. If you want to call client-server technology DRM then the following all also have DRM:
- Email
- IRC chat
- Instant Messenger programs
- Twitter
- Facebook
- Google search
- this forum
You can't use them if you're offline – some or all features are unavailable in that case. Please, can we just focus on calling a spade a spade? Always online in Destiny is a technical decision made to support design goals Bungie has set out. Berate it for being inconvenient and potentially sub-optimal in the long run (whenever Destiny's servers come down), but don't conflate that with the very much different issue of DRM.
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 09:51 (4273 days ago) @ kapowaz
...I'm tired of hearing that a game requiring you be online means it has DRM. No; it's a technical design decision. If you want to call client-server technology DRM then the following all also have DRM:
- IRC chat
- Instant Messenger programs
- Google search
- this forum
You can't use them if you're offline – some or all features are unavailable in that case. Please, can we just focus on calling a spade a spade? Always online in Destiny is a technical decision made to support design goals Bungie has set out. Berate it for being inconvenient and potentially sub-optimal in the long run (whenever Destiny's servers come down), but don't conflate that with the very much different issue of DRM.
I do not think you are understanding the point. First of all, we are talking about running game code and playing a game you have purchased. I don't think anything up there on your list is a game, nor do you purchase it.
Notice how Unreal Tournament and Quake 3 - games which are all but useless offline, can be played online without any input from ID / Epic? If for whatever reason ID didn't want me playing Quake 3, they could do nothing about it since I already own the game, and I can just connect to whatever server I want, host my own, or run a LAN.
But Destiny not only requires you to be online, but it requires you to be connected to a particular server run by the people developing / publishing the game. There's no other way to get around this. So if they don't want you playing, you can't connect, and you can't play, even if you have all the hardware to run the game code.
Again, DRM is anything that the publisher or developer puts in place which gives them control over how folks can play the game, and / or gives them control over who can play their game, or otherwise prevents someone from playing the game on a system otherwise capable of executing the game code.
1. If you have something capable of executing the game code, and you can play the game without anybody else's permission: No DRM.
2. If you have something capable of executing the game code, and you need something, or need permission from the developer /publisher, then there is DRM.
Client-Server != DRM
by Claude Errera , Friday, March 22, 2013, 09:59 (4273 days ago) @ Cody Miller
But Destiny not only requires you to be online, but it requires you to be connected to a particular server run by the people developing / publishing the game. There's no other way to get around this. So if they don't want you playing, you can't connect, and you can't play, even if you have all the hardware to run the game code.
Wow, you really know a lot about how Destiny works! I wish I had your in with the developer; I certainly don't have anywhere this level of certainty about how Destiny's gonna be when it comes out!
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 10:09 (4273 days ago) @ Claude Errera
But Destiny not only requires you to be online, but it requires you to be connected to a particular server run by the people developing / publishing the game. There's no other way to get around this. So if they don't want you playing, you can't connect, and you can't play, even if you have all the hardware to run the game code.
Wow, you really know a lot about how Destiny works! I wish I had your in with the developer; I certainly don't have anywhere this level of certainty about how Destiny's gonna be when it comes out!
I would bet my life on the fact that when they say always connected, they mean to XBL or PSN. You think Sony or MS would let online play happen outside of their networks?
(Well, maybe Sony since they let players interact with Steam, but you still need to go through PSN).
Client-Server != DRM
by uberfoop , Seattle-ish, Friday, March 22, 2013, 10:11 (4273 days ago) @ Cody Miller
I would bet my life on the fact that when they say always connected, they mean to XBL or PSN. You think Sony or MS would let online play happen outside of their networks?
My mind would be beyond blown if Destiny were to have support for community servers and the like.
Client-Server != DRM
by Schooly D, TSD Gaming Condo, TX, Friday, March 22, 2013, 11:00 (4273 days ago) @ Claude Errera
Wow, you really know a lot about how Destiny works! I wish I had your in with the developer; I certainly don't have anywhere this level of certainty about how Destiny's gonna be when it comes out!
I'm curious as to why Cody's assumption of Destiny's mechanics received this response, but kapowaz's assumption of Bungie's intentions did not:
Always online in Destiny is a technical decision made to support design goals Bungie has set out.
I think that's a big guess to present as fact, and I think it's perfectly reasonable to believe the always-online requirement is intended as DRM, especially given the SC5 fiasco/blunder. Fiascoblunder.
Note to self: new TSD Production: Reach machinima series titled "Fiasco and Blunder" starring Schooly D and NartFOpc as buddy cops as they navigate the perils of Reach's mostly-abandoned, dilapidated, and lawless matchmaking environment trying to restore order and keep the peace.
Client-Server != DRM
by Claude Errera , Friday, March 22, 2013, 11:07 (4273 days ago) @ Schooly D
Wow, you really know a lot about how Destiny works! I wish I had your in with the developer; I certainly don't have anywhere this level of certainty about how Destiny's gonna be when it comes out!
I'm curious as to why Cody's assumption of Destiny's mechanics received this response, but kapowaz's assumption of Bungie's intentions did not:
Always online in Destiny is a technical decision made to support design goals Bungie has set out.
Because Cody's description of how things would work was pretty damned specific, while kapowaz assumed nothing more than 'always-online' (which has been stated, though not with any specifics).
Cody STARTED with a relatively abstract argument, but has gotten more and more specific as people have argued with him, and my eyes started rolling when I read this sentence:
But Destiny not only requires you to be online, but it requires you to be connected to a particular server run by the people developing / publishing the game.
That sentence requires just a little more assumption than I'm willing to concede at this stage. :)
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 11:32 (4273 days ago) @ Claude Errera
That sentence requires just a little more assumption than I'm willing to concede at this stage. :)
I'm curious, what other possibilities are there? What other server could you possibly be required to connect to that's not part of XBL or PSN, nor owned by Bungie or Activision?
Remember, it's been confirmed you must always be connected online to play. I see no other possibility.
Client-Server != DRM
by kapowaz, Friday, March 22, 2013, 12:11 (4273 days ago) @ Claude Errera
But Destiny not only requires you to be online, but it requires you to be connected to a particular server run by the people developing / publishing the game.
That sentence requires just a little more assumption than I'm willing to concede at this stage. :)
The way I interpret this is simply as the flip side of older client-server (typically competitive multiplayer) games, where any individual can run their own server and invite players to connect. In a game with a persistent environment and player investment it seems very unlikely this will be the case (not to mention it would be entirely new territory for console games). But of course, that's just an inference at this point.
Client-Server != DRM
by kapowaz, Friday, March 22, 2013, 10:27 (4273 days ago) @ Cody Miller
I do not think you are understanding the point. First of all, we are talking about running game code and playing a game you have purchased. I don't think anything up there on your list is a game, nor do you purchase it.
No; I understand it perfectly well — the examples given just serve as analogies; you might not be able to buy ‘email’, but you could buy an email client (or more accurately, license an email client), and when you ‘purchase’ a copy of a game which operates in a client-server fashion, that's exactly what you're doing: purchasing a software license.
Notice how Unreal Tournament and Quake 3 - games which are all but useless offline, can be played online without any input from ID / Epic? If for whatever reason ID didn't want me playing Quake 3, they could do nothing about it since I already own the game, and I can just connect to whatever server I want, host my own, or run a LAN.
As I recall, this wasn't the case when Quake 3 was first released; in order to play online you needed a valid serial number, and the game would check if your serial number was valid when you attempted to connect to the server browser. Maybe that's changed subsequently (it's a pretty archaic system, after all) but even this doesn't constitute DRM — it's a pretty basic anti-piracy check.
Again, DRM is anything that the publisher or developer puts in place which gives them control over how folks can play the game, and / or gives them control over who can play their game, or otherwise prevents someone from playing the game on a system otherwise capable of executing the game code.
I agree with this. But I completely refute the suggestion that the design decision to go for a client-server architecture with Destiny was one led by the desire to implement any kind of DRM controls. When they sat down to decide what kind of game they wanted to make, ideas like making it use a persistent world, with seamless drift-in-drift-out cooperative multiplayer would have been on the whiteboard way before anything along the lines of ‘prevent people from playing the game for some reason’.
What reasons are you even envisaging that they'd have for preventing people from playing? It seems like a recurrent theme with you and DRM that it's about piracy, but I really don't think they think that's as big a deal as you think they do.
2. If you have something capable of executing the game code, and you need something, or need permission from the developer /publisher, then there is DRM.
‘Capable of executing the game code’ means what exactly in the context of a client-server based game? Are you including working connectivity to the server portion of the system in that equation? Or just the local client code itself? Because if the server ain't running, you ain't playing, and that ain't DRM.
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 10:42 (4273 days ago) @ kapowaz
I agree with this. But I completely refute the suggestion that the design decision to go for a client-server architecture with Destiny was one led by the desire to implement any kind of DRM controls.
Here is where the confusion lies. I AM NOT SAYING THEY DID THIS BECAUSE THEY WANTED TO ADOPT DRM. I'm sure they did it because they want the game to play a certain way, but that doesn't change the fact that IT IS DRM.
When they sat down to decide what kind of game they wanted to make, ideas like making it use a persistent world, with seamless drift-in-drift-out cooperative multiplayer would have been on the whiteboard way before anything along the lines of ‘prevent people from playing the game for some reason’.
I AGREE.
What reasons are you even envisaging that they'd have for preventing people from playing? It seems like a recurrent theme with you and DRM that it's about piracy, but I really don't think they think that's as big a deal as you think they do.
Please read more carefully, I have said no such thing. DRM is about control, not necessarily piracy as I have said many times before.
Client-Server != DRM
by kapowaz, Friday, March 22, 2013, 12:07 (4273 days ago) @ Cody Miller
Here is where the confusion lies. I AM NOT SAYING THEY DID THIS BECAUSE THEY WANTED TO ADOPT DRM. I'm sure they did it because they want the game to play a certain way, but that doesn't change the fact that IT IS DRM.
I suspect we'll never agree on this. You're not giving any reasons why it's DRM, you just seem convinced, even when we agree that the reasons it exist have nothing to do with the typical primary motivations for DRM. It's DRM because it's DRM. QED.
Please read more carefully, I have said no such thing. DRM is about control, not necessarily piracy as I have said many times before.
You said this on the podcast with Narcogen. I didn't say you'd specifically said it in this thread. Please read more carefully ;-)
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 12:12 (4273 days ago) @ kapowaz
I suspect we'll never agree on this. You're not giving any reasons why it's DRM, you just seem convinced, even when we agree that the reasons it exist have nothing to do with the typical primary motivations for DRM. It's DRM because it's DRM. QED.
Do I have to give you numbered steps in a structured argument? Can you not piece it together by what I've already written? Amazing. Ok, here we go:
1. DRM is anything put in place by the developer / publisher which limits your ability to play the game on hardware otherwise capable of executing the game code.
2. You are required to connect to a server to play Destiny, and the server has the say as to whether the connection is accepted.
3. The servers will be run by the developer / publisher or someone tied to them (Sony, MS, Bungie, Activision, take your pick), and since they have the say which incoming connections are accepted, they control your ability to play the game
4. Therefore DRM and I hope I never have to make this stupid argument again, since even Narcogen, a guy who never agrees with me, recognizes this is true.
Claude is the only one reasonably refuting this argument, by contending point number 3.
Client-Server != DRM
by kapowaz, Friday, March 22, 2013, 12:38 (4273 days ago) @ Cody Miller
Do I have to give you numbered steps in a structured argument? Can you not piece it together by what I've already written? Amazing. Ok, here we go:
Whose definition is this? Yours? There we go.
Also, there's no need to be such a dick about it. Troll-Cody I can stand, obnoxious know-it-all Cody I can not.
Client-Server != DRM
by Claude Errera , Friday, March 22, 2013, 14:36 (4273 days ago) @ Cody Miller
I suspect we'll never agree on this. You're not giving any reasons why it's DRM, you just seem convinced, even when we agree that the reasons it exist have nothing to do with the typical primary motivations for DRM. It's DRM because it's DRM. QED.
Do I have to give you numbered steps in a structured argument? Can you not piece it together by what I've already written? Amazing. Ok, here we go:1. DRM is anything put in place by the developer / publisher which limits your ability to play the game on hardware otherwise capable of executing the game code.
2. You are required to connect to a server to play Destiny, and the server has the say as to whether the connection is accepted.
3. The servers will be run by the developer / publisher or someone tied to them (Sony, MS, Bungie, Activision, take your pick), and since they have the say which incoming connections are accepted, they control your ability to play the game
4. Therefore DRM and I hope I never have to make this stupid argument again, since even Narcogen, a guy who never agrees with me, recognizes this is true.Claude is the only one reasonably refuting this argument, by contending point number 3.
I think I'd also argue that #1 (or maybe #2 - not sure which perspective makes more sense) is in question - I think I would say that some of the game code is ON the server, so your Xbox/PS3/whatever can't actually execute all of the code by itself. If you had a server, you could execute all the code, and thereby bypass any 'official' servers - but you don't. (Well, maybe you will. I don't know. That's another big difference between you and me - when there's an unknown, and I can't come up with a reasonable argument to fill it, my immediate conclusion is not "this MUST be what's happening, because I can't think of anything else.")
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 15:38 (4273 days ago) @ Claude Errera
I think I'd also argue that #1 (or maybe #2 - not sure which perspective makes more sense) is in question - I think I would say that some of the game code is ON the server, so your Xbox/PS3/whatever can't actually execute all of the code by itself. If you had a server, you could execute all the code, and thereby bypass any 'official' servers - but you don't. (Well, maybe you will. I don't know. That's another big difference between you and me - when there's an unknown, and I can't come up with a reasonable argument to fill it, my immediate conclusion is not "this MUST be what's happening, because I can't think of anything else.")
Well, that's where the 'otherwise capable of executing the game code' comes into play. The status quo is to have all code executed locally, or if the design of the game is such that servers that run calculations are required (Q3, UT etc), allow players to run servers. If a decision is made to change that by making code run only on the server not controlled by a player and feeding the results to the client, then that's a decision restricting your access to run the game code, and by anybody's definition I hope would be considered DRM if that is the only way to run your game.
I think the possibility of players having control over a destiny server is exactly zero.
Client-Server != DRM
by Dean Hofmeyer (unhh) , Warsaw, IN, Friday, March 22, 2013, 16:09 (4273 days ago) @ Cody Miller
Well, that's where the 'otherwise capable of executing the game code' comes into play. The status quo is to have all code executed locally, or if the design of the game is such that servers that run calculations are required (Q3, UT etc), allow players to run servers. If a decision is made to change that by making code run only on the server not controlled by a player and feeding the results to the client, then that's a decision restricting your access to run the game code, and by anybody's definition I hope would be considered DRM if that is the only way to run your game.
I think the possibility of players having control over a destiny server is exactly zero.
What part of "Destiny is supposed to have a shared persistent world" aren't you getting here? The only way to make that kind of game functional is to have a central server setup. I don't think anyone's suggesting that Destiny won't be subject to digital rights management of some kind - it would be absurd to assume so. My contention is that DRM is not an inherent part of an always online game.
I think the point where we diverge on this may be your interesting definition of DRM. Could you give me a few examples of things other than piracy that are addressed by DRM in a non-subscription-based game? I'm not sure I'm clear where you're coming from with that aspect of your argumentation.
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 16:50 (4273 days ago) @ Dean Hofmeyer (unhh)
I think the point where we diverge on this may be your interesting definition of DRM. Could you give me a few examples of things other than piracy that are addressed by DRM in a non-subscription-based game? I'm not sure I'm clear where you're coming from with that aspect of your argumentation.
Blizzard wants very fine control over how SC2 is played (so they get the entire piece of the E-sports pie this time around). Everything related to Battle.net 2.0 is geared towards them controlling the e-sports experience, to the point where there's no LAN, and if you want to host any sort of tournament whatsoever, you need to register with them first.
KESPA had legal copies of Brood War, but they were able to cut blizzard out because of LAN. Not so anymore.
Client-Server != DRM
by Dean Hofmeyer (unhh) , Warsaw, IN, Friday, March 22, 2013, 17:45 (4273 days ago) @ Cody Miller
I think the point where we diverge on this may be your interesting definition of DRM. Could you give me a few examples of things other than piracy that are addressed by DRM in a non-subscription-based game? I'm not sure I'm clear where you're coming from with that aspect of your argumentation.
Blizzard wants very fine control over how SC2 is played (so they get the entire piece of the E-sports pie this time around). Everything related to Battle.net 2.0 is geared towards them controlling the e-sports experience, to the point where there's no LAN, and if you want to host any sort of tournament whatsoever, you need to register with them first.KESPA had legal copies of Brood War, but they were able to cut blizzard out because of LAN. Not so anymore.
We found the issue. I don't consider things like that DRM, you do.
My Only Concern With Destiny
by Hoovaloov, Saturday, March 23, 2013, 05:04 (4272 days ago) @ Dean Hofmeyer (unhh)
What part of "Destiny is supposed to have a shared persistent world" aren't you getting here? The only way to make that kind of game functional is to have a central server setup.
Bungie said something along the lines of, "If you like FPS games from Bungie, you'll like this."
The last FPS game from Bungie had Campaign, Multiplayer, Theater, and Forge. So chances are, Destiny is more than just the "shared persistent world" Campaign experience.
In fact, I know there will be different aspects to the game.
Any of Strike, Raid, or Faction Wars could be normal competitve Multiplayer as we know it in Halo. Surely that does not require an "always online" connection to be functional.
Can you imagine Halo requiring an internet connection to play Custom Games? That wouldn't go over very well. I know that Destiny isn't Halo, but if I have any concerns about the game at this stage, it's that the "always online" connection has killed any chance for an offline multiplayer LAN.
My Only Concern With Destiny
by Leisandir , Virginia, USA, Saturday, March 23, 2013, 06:23 (4272 days ago) @ Hoovaloov
It's been a long time since I've participated in a LAN party, so I don't know if this would be the same, but what's to stop you from gathering consoles at one location and hopping in a party together?
My Only Concern With Destiny
by Avateur , Saturday, March 23, 2013, 10:48 (4272 days ago) @ Leisandir
I don't think there would be anything impeding it, but what if internet is shoddy? At the HBOMB the internet wasn't always that fantastic. We mostly had it up, but I think there was a time or two where we all just got dropped from playing. That happening in the middle of Destiny could really suck, and depending on how long it's down or how shoddy the connection is, it could make LANing very frustrating or not an option depending on location and signal.
My Only Concern With Destiny
by RC , UK, Sunday, March 24, 2013, 19:47 (4271 days ago) @ Avateur
That happening in the middle of Destiny could really suck, and depending on how long it's down or how shoddy the connection is, it could make LANing very frustrating or not an option depending on location and signal.
That's when you switch discs and play some Halo for the nostalgia hit.
Sorted. ;)
My Only Concern With Destiny
by Xenos , Shores of Time, Sunday, March 24, 2013, 19:54 (4271 days ago) @ RC
That happening in the middle of Destiny could really suck, and depending on how long it's down or how shoddy the connection is, it could make LANing very frustrating or not an option depending on location and signal.
Honestly I have played enough MMO's and other online games (heck even Steam you at least have to have a connection when you log in) to realize this won't be a problem for me. That doesn't mean I don't feel sympathy for people that have a worse connection than mine, but it probably explains why I'm not worried about it for Destiny.
My Only Concern With Destiny
by Avateur , Sunday, March 24, 2013, 20:48 (4271 days ago) @ Xenos
Yeah, except that you're referring to an individual connection. I'm pretty confident in my connection's ability to probably never drop give or take a power outage or something unexpected happening on my ISP's end. LAN environments are a different matter. And to RC, while I totally agree, I/we shouldn't have to be forced to find another game to play because the connection isn't working quite well depending on the situation at a LAN, especially if the game is the greatest thing ever.
My Only Concern With Destiny
by RC , UK, Sunday, March 24, 2013, 21:46 (4271 days ago) @ Avateur
And to RC, while I totally agree, I/we shouldn't have to be forced to find another game to play because the connection isn't working quite well depending on the situation at a LAN, especially if the game is the greatest thing ever.
If the game is the greatest thing ever, you should be willing to build the infrastructure required to play it, right? I mean, people got Xboxes, and lugged TVs (which were much bigger 10 years ago) and network hubs and took cables to each others houses to play Halo, right?
Higher barrier to entry, yeah. But I think that will pay dividends in the base experience.
Client-Server != DRM
by kapowaz, Friday, March 22, 2013, 16:27 (4273 days ago) @ Cody Miller
If a decision is made to change that by making code run only on the server not controlled by a player and feeding the results to the client, then that's a decision restricting your access to run the game code, and by anybody's definition I hope would be considered DRM if that is the only way to run your game.
Aha! I see the rational discourse phase of this debate has concluded and the crack-smoking chimpanzee's tea party phase has commenced; excellent!
To wit:
Client-Server != DRM
by narcogen , Andover, Massachusetts, Saturday, March 23, 2013, 04:49 (4272 days ago) @ Claude Errera
I think I'd also argue that #1 (or maybe #2 - not sure which perspective makes more sense) is in question - I think I would say that some of the game code is ON the server, so your Xbox/PS3/whatever can't actually execute all of the code by itself.
Yup! I think that the game servers are offloading some of the complex calculations needed to simulate the other regional cities...
Oh, wait. Wrong game.
There's a useful distinction to be made between the obvious and sensible skepticism about the particulars of how a feature which has been announced, but not described in detail, will be implemented-- and wilful ignorance.
What we've been told is:
1) Always online required
2) Solo play possible
In addition, we've been described:
3) a scenario that boils down to seamless drop-in, drop-out coop without menu interaction.
From this I think I can draw a valid conclusion that is similar to Cody's, and it runs like this:
If a primary purpose of #1 is to implement #3, but a player chooses instead to pursue #2, then:
#1 operates in a way that is functionally indistinguishable from DRM with regard to #2; that is, it prevents play that is technically possible by enforcing a strictly non-technical requirement.
Now, is it possible that other legitimate game design reasons exist for #1? Sure.
Do we know everything about Destiny yet? No, of course not.
However, I think it's a fair bet that the picture above is complete enough to draw the reasonable conclusion that for people who opt out of the network features and play solo, the always-on requirement ends up functioning the same as DRM: it stops you from playing a game you've bought in a manner that would technically be possible if not for the arbitrary always online requirement. That may or may not mean the connection is being used for other purposes-- anti-cheating, anti-piracy-- but it's DRM no matter how one looks at it.t
Client-Server != DRM
by kapowaz, Sunday, March 24, 2013, 17:30 (4271 days ago) @ narcogen
However, I think it's a fair bet that the picture above is complete enough to draw the reasonable conclusion that for people who opt out of the network features and play solo, the always-on requirement ends up functioning the same as DRM: it stops you from playing a game you've bought in a manner that would technically be possible if not for the arbitrary always online requirement. That may or may not mean the connection is being used for other purposes-- anti-cheating, anti-piracy-- but it's DRM no matter how one looks at it.
I bought the Mists of Pandaria expansion for World of Warcraft when it came out, but due to lack of free time I didn't get around to playing it until a few months after launch. I spent a week off work and decided I'd explore the new zones and level my character up to 90. I played through all the various quests and explored the new continent, enjoying the storylines unfolding before me. I did this all entirely on my own. After I reached level 90, I essentially stopped playing and haven't really logged in since, treating the experience as a fun, single player experience.
Does this mean World of Warcraft employs DRM? Is the choice truly ‘arbitrary’ when the game takes place in a persistent setting — whether or not I choose to make use of the multiplayer features of the game? A World of Warcraft player who played the game in a similar fashion to me a couple of years ago would have experienced the world changing beneath their very feet when the Cataclysm expansion was released, which permanently changed the game world for all players. This is one of the tools at Blizzard's disposal when they choose to forge a persistent world for players to immerse themselves in. Will Bungie be doing the same?
It's too early to call it when so much of what we're discussing hinges on speculation, so I take issue with the word ‘arbitrary’ being used here. In recent weeks we've seen the absolute worst side of truly arbitrary ‘always-online’ play with Sim City, but for many years we've had persistent worlds which support solo play where one can truly say that the always-online requirement has absolutely nothing to do with enforcing digital rights, and is purely a technical decision. Which side of the fence Destiny falls on we'll have to wait and see, but let's not start throwing around the mud just yet, eh?
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 24, 2013, 22:07 (4271 days ago) @ kapowaz
Does this mean World of Warcraft employs DRM? Is the choice truly ‘arbitrary’ when the game takes place in a persistent setting — whether or not I choose to make use of the multiplayer features of the game?
Yes, it does have DRM. The question you need to ask yourself is whether the benefit you reap from it outweighs the restrictions it places on your play. In the case of WoW, there's a large number of people for whom the tradeoff is very much worth it.
Client-Server != DRM
by Dean Hofmeyer (unhh) , Warsaw, IN, Monday, March 25, 2013, 01:19 (4270 days ago) @ Cody Miller
Does this mean World of Warcraft employs DRM? Is the choice truly ‘arbitrary’ when the game takes place in a persistent setting — whether or not I choose to make use of the multiplayer features of the game?
Yes, it does have DRM. The question you need to ask yourself is whether the benefit you reap from it outweighs the restrictions it places on your play. In the case of WoW, there's a large number of people for whom the tradeoff is very much worth it.
You didn't answer the question. Of course WoW has DRM, but are you suggesting that any requirement for a connection to a central server is inherently DRM?
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 25, 2013, 09:06 (4270 days ago) @ Dean Hofmeyer (unhh)
Does this mean World of Warcraft employs DRM? Is the choice truly ‘arbitrary’ when the game takes place in a persistent setting — whether or not I choose to make use of the multiplayer features of the game?
Yes, it does have DRM. The question you need to ask yourself is whether the benefit you reap from it outweighs the restrictions it places on your play. In the case of WoW, there's a large number of people for whom the tradeoff is very much worth it.
You didn't answer the question. Of course WoW has DRM, but are you suggesting that any requirement for a connection to a central server is inherently DRM?
If you can't play the game without it, then yes.
Client-Server != DRM
by Dean Hofmeyer (unhh) , Warsaw, IN, Monday, March 25, 2013, 12:42 (4270 days ago) @ Cody Miller
I'd say it incidentally has the same effect as DRM in some cases, but isn't DRM. If I drive to the middle of nowhere and find that my car radio won't pick up any signals, I don't call out the radio stations for not letting me listen. I accept that I'm simply out of range.
Client-Server != DRM
by Mercury, Chicago, IL, Friday, March 22, 2013, 15:30 (4273 days ago) @ Cody Miller
edited by Mercury, Friday, March 22, 2013, 15:37
1. DRM is anything put in place by the developer / publisher which limits your ability to play the game on hardware otherwise capable of executing the game code.
Okay, I honestly feel like I see both sides of this argument, so I hope I'm not inconveniencing anyone by chiming in, and forcing more clarifications and arguments, but it really feels like a question of semantics more than anything else. It doesn't seem to me that anyone is arguing that there will not be a restriction to play the game based on the requirement of an online presence. No online, no play. We all get that, I think, and yeah that makes the game subject to xbl bans and crap, which are separate, but influencing, systems of rights.
However, I think your above definition can paint a really broad stroke. Is DRM really simply any way of controlling access that's otherwise possible? In the past, I've seen DRM more defined as a software based way of recognizing rights, and then allowing code execution through local means, authenticating server, or whatever. But, if DRM is simply an intentional restriction in any form barring access to some rather than others, when the access is physically possible, then poverty is incredible DRM because those sneaky developers added a price, no? But is this the actual case? Is what Bungie wants to do possible without that server access?
If there is a central authenticating server, that's one thing. I understand that. But am I mistaken in thinking "always online" could simply mean there is a server running shared code for a shared world? Then couldn't you define that server as part of the "hardware capable of executing the code" rather than DRM barring the use of said hardware? If the code is running on my box, then we aren't talking the pseudo-mmo we've been promised, are we? or what am I missing?
That said, I hate restrictions to access, DRM or not, and I want to be able to play my games where I can't connect, get good enough bandwidth, or whatever. A cop can take my license... that's how I see DRM, but a tow truck, thief, hurricane, etc. can take my car, that's kind of how always-on feels to me, like the hardware I need to run the game is no longer in my control.
So yeah, I sort of see both sides. Semantics.
Client-Server != DRM
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 22, 2013, 15:44 (4273 days ago) @ Mercury
However, I think your above definition can paint a really broad stroke. Is DRM really simply any way of controlling access that's otherwise possible? In the past, I've seen DRM more defined as a software based way of recognizing rights, and then allowing code execution through local means, authenticating server, or whatever. But, if DRM is simply an intentional restriction in any form barring access to some rather than others, when the access is physically possible, then poverty is incredible DRM because those sneaky developers added a price, no?
No. My definition already assumes you have both the code, and the machine executing the code, so things like price or distribution are completely irrelevant.
Always online does not equal DRM
by General Vagueness , The Vault of Sass, Friday, March 22, 2013, 17:07 (4273 days ago) @ Xenos
I don't really care, I just want to be able to play it by myself. If I can't, the chance I'll buy it used is higher.
Always online does not equal DRM
by General Vagueness , The Vault of Sass, Friday, March 22, 2013, 22:17 (4273 days ago) @ Xenos
I think I see what's going on. Cody's not arguing intent or purpose, just what DRM is, or what it means, and what it means in a relatively literal sense. Personally, it's hard to disagree with him much on those grounds, and even if you don't take it that literally at all. I'll say this though: Cody, I think you're being too pedantic for these nice people. I say that having been on the other side of this many times.
Always online does not equal DRM
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 24, 2013, 22:05 (4271 days ago) @ General Vagueness
It's important to specifically and properly define your terms. First of all, communication without proper definitions is difficult if not impossible, and second, when you specifically define something, then you understand it a bit better. Everybody is better off with a better understanding - they can begin to think about the issue more clearly.
So once we define DRM, now people can start thinking about all the DRM in their games, and asking themselves if it is worth the tradeoff for what it provides. This is something that benefits all players.
Always online does not equal DRM
by thebruce , Ontario, Canada, Monday, March 25, 2013, 07:33 (4270 days ago) @ Cody Miller
So once we define DRM, now people can start thinking about all the DRM in their games, and asking themselves if it is worth the tradeoff for what it provides. This is something that benefits all players.
The problem is, you've defined DRM and are simply not budging. So what's the point in anyone else trying to define this mystical DRM you so clearly and strictly have already defined?
There's no discussion. There's only argument with Cody =P
Always online does not equal DRM
by Claude Errera , Monday, March 25, 2013, 08:11 (4270 days ago) @ Cody Miller
It's important to specifically and properly define your terms. First of all, communication without proper definitions is difficult if not impossible, and second, when you specifically define something, then you understand it a bit better. Everybody is better off with a better understanding - they can begin to think about the issue more clearly.
So once we define DRM, now people can start thinking about all the DRM in their games, and asking themselves if it is worth the tradeoff for what it provides. This is something that benefits all players.
As thebruce0 points out, you aren't interested in a discussion - you've decided for yourself what DRM means, and it's different from the widely accepted definition of the term, and you're not willing to consider that your definition is wrong.
As long as you're going to include the 'R' in the middle of that acronym, I am going to refuse to accept your definition - because RIGHTS management means the management of RIGHTS, explicitly, not implicitly. If your rights are being 'managed' as an incidental consequence of an always-on connection that was put in place for reasons other than RIGHTS management, DRM is not the appropriate term to use. Until you accept that, we really can't talk about this stuff.
Always online does not equal DRM
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 25, 2013, 09:12 (4270 days ago) @ Claude Errera
As long as you're going to include the 'R' in the middle of that acronym, I am going to refuse to accept your definition - because RIGHTS management means the management of RIGHTS, explicitly, not implicitly. If your rights are being 'managed' as an incidental consequence of an always-on connection that was put in place for reasons other than RIGHTS management, DRM is not the appropriate term to use. Until you accept that, we really can't talk about this stuff.
Let me try to convince you.
Are CD keys DRM? Most people would say yes, since if you have a game disc, but no CD key, you can't play.
So you want to play online, and you can't do so without a CD key. The server checks your CD key to validate it, and if it's not valid or pirated or in use by someone else it refuses you a connection. DRM? Most people would say yes.
So explain how that's ANY different than connecting to a Destiny server. There's no CD key to validate, but the server still has to authenticate you and choose to accept the connection. It's the exact same thing. You can only connect because the server allows you to connect. The reasons might be different, but the exact same process is happening.
It does not matter what the intent is. All the matters is the result.
This is why you need to break things down to their core. I hope I showed you why they are the same situation, but feel free to dispute anything I just said, as I value the discussion and it will either strengthen or make me change my stance.
Always online does not equal DRM
by Mercury, Chicago, IL, Monday, March 25, 2013, 10:06 (4270 days ago) @ Cody Miller
So explain how that's ANY different than connecting to a Destiny server. There's no CD key to validate, but the server still has to authenticate you and choose to accept the connection. It's the exact same thing. You can only connect because the server allows you to connect. The reasons might be different, but the exact same process is happening.
It does not matter what the intent is. All the matters is the result.
This is why you need to break things down to their core. I hope I showed you why they are the same situation, but feel free to dispute anything I just said, as I value the discussion and it will either strengthen or make me change my stance.
If I had to specifically make a DRM definition, it would be this...
Legal, binding rights, pending payment, license, or explicit agreement, being managed through a digital authentication process.
This is a very different animal than implied, non-binding privileges, given by a sole owner to users. Like my use of this site.
In networking, in my opinion, account authentication is not rights authentication. One implies I own and control my login name/password, and really nothing else, the other implies that I have a contract not only for my own information, but the content I am gaining access to.
Always online does not equal DRM
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 25, 2013, 10:29 (4270 days ago) @ Mercury
If I had to specifically make a DRM definition, it would be this...
Legal, binding rights, pending payment, license, or explicit agreement, being managed through a digital authentication process.
This is a very different animal than implied, non-binding privileges, given by a sole owner to users. Like my use of this site.
In networking, in my opinion, account authentication is not rights authentication. One implies I own and control my login name/password, and really nothing else, the other implies that I have a contract not only for my own information, but the content I am gaining access to.
Hmm. Your definition would seem to result in some things being DRM in some countries, but not in others since your definition relies on the law, which varies from country to country.
Always online does not equal DRM
by Mercury, Chicago, IL, Monday, March 25, 2013, 14:12 (4270 days ago) @ Cody Miller
Hmm. Your definition would seem to result in some things being DRM in some countries, but not in others since your definition relies on the law, which varies from country to country.
Which is kind of true. If software intended for use in one country is legally free to access in another, rights based on the country of origin still exist in the country of origin. So DRM becomes simply an idiotic barrier to use in the second country, but it's not the intended country anyway. If used in the intended country, under the intended country's laws, you agree to allow their control of access in return for rights.
In another country? Well, I used an electric shaver in Malaysia last month, and darn it all, if that 230V 50hz outlet didn't just about fry it. I guess I should have found a way to circumvent the difference in country standards.
Oh, my
by ZackDark , Not behind you. NO! Don't look., Monday, March 25, 2013, 19:40 (4270 days ago) @ Cody Miller
I just realized: what if Destiny is region-locked in the kinds of SW: The Old Republic?
In it, I, from a Brazilian IP, could not connect to the American server, which completely left me out of the Beta, even after I explicitly told them I lived in Brazil. If Destiny has something like it, I wouldn't be able to play with any of you guys, which would definitely greatly reduce the worth of the game to me.
Would anyone be so kind as to ask them if it works like this (far more eloquently than I ever could) in the next Mail Sack?
Excellent question!
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 25, 2013, 20:45 (4270 days ago) @ ZackDark
- No text -
Thank you
by ZackDark , Not behind you. NO! Don't look., Monday, March 25, 2013, 21:01 (4270 days ago) @ Cody Miller
It's not that I can't see some reasoning behind region-locking, especially in a game that Destiny appears to be to me.
I mean, it would really hamper playability if it were a lagfest (which usually happens when I try Firefighting with you guys). Applied to a seamlessly drop-in/drop-out model, sudden lagfests would, well, seamlessly drop-in/drop-out, given I'm in a party with you guys and matchmaking chooses someone to drop-in with us. Put yourself in his/her shoes. Wouldn't it suck for you?
However, I believe it would be nice to know these sort of limitations before I buy (or recommend) a product. I don't think it would be worth to pay month-1 price down here if it has such a limitation. Unless, of course, one convinces stores here that it shouldn't cost twice as much as there.
Agreed
by Xenos , Shores of Time, Monday, March 25, 2013, 21:14 (4270 days ago) @ ZackDark
However, I believe it would be nice to know these sort of limitations before I buy (or recommend) a product. I don't think it would be worth to pay month-1 price down here if it has such a limitation. Unless, of course, one convinces stores here that it shouldn't cost twice as much as there.
I also would like to know that kind of thing, unfortunately I don't think we will get these kind of answers for until a LOT closer to release. I personally think that after SimCity had such big (and public) issues that Bungie will be sure to assuage our fears.
Motivations behind region restrictions in games
by kapowaz, Tuesday, March 26, 2013, 07:58 (4269 days ago) @ ZackDark
Region-specific locks exist in MMOs for a few non-trivial reasons. First of all there is the language barrier: most MMOs involve a lot of communication, and if you can't communicate then it's going to affect the experience. Then there's timezones: if a game places particular importance on collaboration, then it's no good if your community aren't online simultaneously. This is — curiously enough — why World of Warcraft players in South Africa use the EU realms. Then there's latency. A US-based player could, if they so desired, get hold of an EU copy of World of Warcraft and play on the EU realms, but the experience would suck: latency would be so high that it'd affect the gameplay.
We can't say right now exactly what sort of player communication Destiny will support, but it's fairly likely it'll support voice chat. Just how important that will be for gameplay remains to be seen: as with MMOs, it could end up being an integral part of collaborative gameplay. If that's the case, it's unlikely you'll be playing with people who don't speak your language. Maybe this will be solved by letting players state their preferred language as a preference, or maybe it'll be enforced through region restrictions. I suspect that Microsoft and Sony will have as much say in this as Bungie/Activision, though.
From the kind of things Bungie have said (their keenness to differentiate Destiny from other MMOs) I doubt that the collaboration will need to be anywhere near on the scale of (say) a 25-man raid in WoW, so I don't think timezone-related region issues will come into play. If the majority of multiplayer is emergent and matchmaking-based, there's no need to care where a player is geographically so long as they fulfill the requirements of being online (duh) and having low enough latency. Likewise, the issues with latency are pretty much a solved problem using matchmaking (cheaters with faked high latency aside), so I doubt that reason will come into play.
My predictions based on all this are that Destiny won't be region locked, but instead will permit online play with anyone you have in your friends list, or with random players who meet matchmaking criteria, including language and latency. Of course, none of this has anything to do with DRM…
Motivations behind region restrictions in games
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, March 26, 2013, 08:08 (4269 days ago) @ kapowaz
Region-specific locks exist in MMOs for a few non-trivial reasons. First of all there is the language barrier: most MMOs involve a lot of communication, and if you can't communicate then it's going to affect the experience. Then there's timezones: if a game places particular importance on collaboration, then it's no good if your community aren't online simultaneously. This is — curiously enough — why World of Warcraft players in South Africa use the EU realms. Then there's latency. A US-based player could, if they so desired, get hold of an EU copy of World of Warcraft and play on the EU realms, but the experience would suck: latency would be so high that it'd affect the gameplay.
Those aren't good reasons to region lock. The proper thing to do is what Blizzard USED to do, and that's let you connect to whatever region you want. So you'd be presented with a list of realms, US East, US West, Europe, Asia, etc and the default would be the one closest to you. You'd get the best experience by choosing the default, but you could always override that and go where you wanted as long as you were willing to tackle the issues you mention.
Motivations behind region restrictions in games
by Mercury, Chicago, IL, Tuesday, March 26, 2013, 08:28 (4269 days ago) @ Cody Miller
Those aren't good reasons to region lock. The proper thing to do is what Blizzard USED to do, and that's let you connect to whatever region you want. So you'd be presented with a list of realms, US East, US West, Europe, Asia, etc and the default would be the one closest to you. You'd get the best experience by choosing the default, but you could always override that and go where you wanted as long as you were willing to tackle the issues you mention.
Agreed; the barriers already exist... why make them stronger? Give users better tools to handle barriers, don't just brick them up.
Motivations behind region restrictions in games
by Anton P. Nym (aka Steve) , London, Ontario, Canada, Tuesday, March 26, 2013, 09:22 (4269 days ago) @ Mercury
Agreed; the barriers already exist... why make them stronger? Give users better tools to handle barriers, don't just brick them up.
What tools do you imagine would mitigate signal latency and the language barrier? Superluminal switching and real-time machine translation would be wonderful, but are not, er, supported by the current state of the art.
-- Steve thinks it's far easier to demand these tools than it is to supply them.
Motivations behind region restrictions in games
by Mercury, Chicago, IL, Tuesday, March 26, 2013, 10:19 (4269 days ago) @ Anton P. Nym (aka Steve)
Agreed; the barriers already exist... why make them stronger? Give users better tools to handle barriers, don't just brick them up.
What tools do you imagine would mitigate signal latency and the language barrier? Superluminal switching and real-time machine translation would be wonderful, but are not, er, supported by the current state of the art.-- Steve thinks it's far easier to demand these tools than it is to supply them.
I guess my post was lazy... I didn't mean to sound demanding.
Agreed; the barriers already exist... Why make them stronger? Why couldn't you give users better tools to handle barriers, and not just brick them up?
There, fixed for intention. I'm truly curious... is there a way to increase a quality experience while accounting for latency and assuming a decreasing language barrier among the anglophilic global society that might have the intent to play together.
I've been working on that quantum time-computer, but he ended up making some mistakes, we copied ourself a few times, and it got weird.
Motivations behind region restrictions in games
by Mr Daax , aka: SSG Daax, Tuesday, March 26, 2013, 11:34 (4269 days ago) @ Mercury
I've been working on that quantum time-computer, but he ended up making some mistakes, we copied ourself a few times, and it got weird.
Scientific progress goes "boink"?
Motivations behind region restrictions in games
by kapowaz, Tuesday, March 26, 2013, 11:35 (4269 days ago) @ Mercury
I'm truly curious... is there a way to increase a quality experience while accounting for latency and assuming a decreasing language barrier among the anglophilic global society that might have the intent to play together.
I think the reason why we see this kind of decision being made is because presently the answer is no, and the alternative to 'bricking it off' is to leave a sub-optimal experience as an option for the user. The approach taken in the example I gave reflects this: better not to support a feature at all than to offer a shitty attempt at that feature. I think you'll find most game developers hold this view, too.
Motivations behind region restrictions in games
by Ragashingo , Official DBO Cryptarch, Tuesday, March 26, 2013, 14:15 (4269 days ago) @ Mercury
There, fixed for intention. I'm truly curious... is there a way to increase a quality experience while accounting for latency and assuming a decreasing language barrier among the anglophilic global society that might have the intent to play together.
Latency is latency pretty much, you canna change the laws of physics, after all. Language though, that we can handle. Real time audio language translation is a thing, but probably too resource intensive / inaccurate for a game. But spoken word is not the only way to communicate. In Portal 2's multiplayer for instance each player is given a way to point the other player to an object / location, and they are given a way to give the other payer a short countdown by pointing to an object and pressing a different button. Surely basic messages like: "Move here" , "Attack this", "problem ahead" , " Run away! Run away!" could be sent to other players using symbol instead of words.
Motivations behind region restrictions in games
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 27, 2013, 10:10 (4268 days ago) @ Anton P. Nym (aka Steve)
Agreed; the barriers already exist... why make them stronger? Give users better tools to handle barriers, don't just brick them up.
What tools do you imagine would mitigate signal latency and the language barrier? Superluminal switching and real-time machine translation would be wonderful, but are not, er, supported by the current state of the art.-- Steve thinks it's far easier to demand these tools than it is to supply them.
How do you know I don't speak Mandarin and Cantonese? Maybe the language isn't a barrier for some people. Not everybody only knows one language you know.
This is really simple. If you find yourself with a language and latency problem, SELECT A SERVER NEAR YOU THAT SPEAKS YOUR LANGUAGE. It's your problem, not the developer's.
Motivations behind region restrictions in games
by Claude Errera , Wednesday, March 27, 2013, 17:58 (4268 days ago) @ Cody Miller
Agreed; the barriers already exist... why make them stronger? Give users better tools to handle barriers, don't just brick them up.
What tools do you imagine would mitigate signal latency and the language barrier? Superluminal switching and real-time machine translation would be wonderful, but are not, er, supported by the current state of the art.-- Steve thinks it's far easier to demand these tools than it is to supply them.
How do you know I don't speak Mandarin and Cantonese? Maybe the language isn't a barrier for some people. Not everybody only knows one language you know.This is really simple. If you find yourself with a language and latency problem, SELECT A SERVER NEAR YOU THAT SPEAKS YOUR LANGUAGE. It's your problem, not the developer's.
Wouldn't it be really awesome if all users took responsibility for their own actions, and didn't blame others for mistakes they made?
Motivations behind region restrictions in games
by kapowaz, Thursday, March 28, 2013, 02:46 (4267 days ago) @ Cody Miller
This is really simple. If you find yourself with a language and latency problem, SELECT A SERVER NEAR YOU THAT SPEAKS YOUR LANGUAGE. It's your problem, not the developer's.
Yeah dude, just enter your language preferences in your autoexec.bat file.
Winner!
by Anton P. Nym (aka Steve) , London, Ontario, Canada, Thursday, March 28, 2013, 08:04 (4267 days ago) @ kapowaz
- No text -
Motivations behind region restrictions in games
by General Vagueness , The Vault of Sass, Thursday, March 28, 2013, 17:46 (4267 days ago) @ kapowaz
This is really simple. If you find yourself with a language and latency problem, SELECT A SERVER NEAR YOU THAT SPEAKS YOUR LANGUAGE. It's your problem, not the developer's.
Yeah dude, just enter your language preferences in your autoexec.bat file.
A:\> COPY AUTOEXEC.BAT CON:
@ECHO I LOL'D
1 file(s) copied.
A:\>
Motivations behind region restrictions in games
by kapowaz, Thursday, March 28, 2013, 18:11 (4267 days ago) @ General Vagueness
A:\> COPY AUTOEXEC.BAT CON:
Motivations behind region restrictions in games
by kapowaz, Tuesday, March 26, 2013, 09:07 (4269 days ago) @ Cody Miller
Those aren't good reasons to region lock. The proper thing to do is what Blizzard USED to do, and that's let you connect to whatever region you want.
Maybe that's acceptable to a company with a half-assed focus on good user experience, but Blizzard just isn't that company any more. With games of this scale, letting users choose their region will result in a sub-optimal experience for a percentage. The exact amount will vary by game, but obviously in their case Blizzard decided that the trade-off (not giving users the option) was worth it. I'd have to imagine that the number of players desperate to team up with gamers on the other side of the world despite language and latency issues is massively outweighed by the number who'd try it out, only to find if didn't work very well and consequently blame Blizzard. I'm a firm believer that you don't outsource decisions like this to users in consumer products (the majority of gamers are *not* experts); that kind of mentality is precisely why Linux is still not a consumer product.
Motivations behind region restrictions in games
by Mr Daax , aka: SSG Daax, Tuesday, March 26, 2013, 11:56 (4269 days ago) @ kapowaz
Region-specific locks exist in MMOs for a few non-trivial reasons. First of all there is the language barrier: most MMOs involve a lot of communication, and if you can't communicate then it's going to affect the experience.
I have no idea if this is at all possible, but I wonder if Bungie figured out a way for players to communicate without actually voice-chatting with one another. Of course, if you were in a party with your friends, you could be chatting with them. But when you have some random encounter with another player(s) in the game, maybe you can just choose to follow them around, or have a list of conversation options to choose from to convey to the other player what you are doing (kind of like conversation choices in Mass Effect.) The reason I think of this is that "In Search of the Heart of Bungie" interview by Polygon a couple months ago had this quote
"We were going to make this online universe where people are going to be able to sit on their couch and play games with people from the other side of the world...It was going to be this great communal experience. Everybody was going to realize that we were all just one shared humanity, and look, there's gonna be an outbreak of world peace. What it actually turned into was a bunch of frat boys teabagging one another and calling each other names. So I think we can do a lot better."
I'm still thinking about those last few lines. In a multiplayer game, how do you avoid the douchebaggery if there isn't some sort of fundamental difference between your game and every other multiplayer game out there? Perhaps change the way the players communicate with one another? Rather than having voice chatting between players, players can only communicate within the context of the game and its story. You have options of what to say to another player, eg, "I'm doing X mission," or, "I'm just shooting up some of the local fauna today," or, "Would you care to join me, fellow Guardian, on my journey to save the solar system?" And since these are pre-programmed conversation options, language barriers wouldn't be an issue. The game already has the French version of that conversation option you chose, and it displays that to the French guy you just came across in the game. This communication restriction feels a lot like limiting player choice, in which case I think there would be an personal option to allow other players to chat with you.
These are just some thoughts that I have on this, albeit not very thought out. What do you guys think?
Motivations behind region restrictions in games
by Xenos , Shores of Time, Tuesday, March 26, 2013, 13:07 (4269 days ago) @ Mr Daax
Region-specific locks exist in MMOs for a few non-trivial reasons. First of all there is the language barrier: most MMOs involve a lot of communication, and if you can't communicate then it's going to affect the experience.
I have no idea if this is at all possible, but I wonder if Bungie figured out a way for players to communicate without actually voice-chatting with one another. Of course, if you were in a party with your friends, you could be chatting with them. But when you have some random encounter with another player(s) in the game, maybe you can just choose to follow them around, or have a list of conversation options to choose from to convey to the other player what you are doing (kind of like conversation choices in Mass Effect.) The reason I think of this is that "In Search of the Heart of Bungie" interview by Polygon a couple months ago had this quote"We were going to make this online universe where people are going to be able to sit on their couch and play games with people from the other side of the world...It was going to be this great communal experience. Everybody was going to realize that we were all just one shared humanity, and look, there's gonna be an outbreak of world peace. What it actually turned into was a bunch of frat boys teabagging one another and calling each other names. So I think we can do a lot better."
I'm still thinking about those last few lines. In a multiplayer game, how do you avoid the douchebaggery if there isn't some sort of fundamental difference between your game and every other multiplayer game out there? Perhaps change the way the players communicate with one another? Rather than having voice chatting between players, players can only communicate within the context of the game and its story. You have options of what to say to another player, eg, "I'm doing X mission," or, "I'm just shooting up some of the local fauna today," or, "Would you care to join me, fellow Guardian, on my journey to save the solar system?" And since these are pre-programmed conversation options, language barriers wouldn't be an issue. The game already has the French version of that conversation option you chose, and it displays that to the French guy you just came across in the game. This communication restriction feels a lot like limiting player choice, in which case I think there would be an personal option to allow other players to chat with you.
These are just some thoughts that I have on this, albeit not very thought out. What do you guys think?
Honestly from the few tidbits we've gotten my theory on how they are going to tackle that is mainly one of game design. The main experience is cooperative, and it will be harder to grief since you have to opt-in to PvP (whether that means a checkbox or going to a separate location remains to be seen). So that would be my main guess, I play a lot of Battlefield 3 online and the way they set up the gameplay for that has had similar results, so maybe that is what Bungie has in mind?
Motivations behind region restrictions in games
by kapowaz, Tuesday, March 26, 2013, 13:28 (4269 days ago) @ Mr Daax
I have no idea if this is at all possible, but I wonder if Bungie figured out a way for players to communicate without actually voice-chatting with one another.
Well, it certainly wouldn't be without precedent if they did; over a decade ago Phantasy Star Online allowed players armed only with a joypad to communicate using a basic symbol chat system (not a million miles from emoji or emoticons). There are often pictorial ways to express the most commonly-used expressions you'd find in a game setting - Blizzard's Hearthstone TCG announced at PAX lets players do exactly this, sending simple messages from a predefined list.
I'm still thinking about those last few lines. In a multiplayer game, how do you avoid the douchebaggery if there isn't some sort of fundamental difference between your game and every other multiplayer game out there? Perhaps change the way the players communicate with one another? Rather than having voice chatting between players, players can only communicate within the context of the game and its story. You have options of what to say to another player, eg, "I'm doing X mission," or, "I'm just shooting up some of the local fauna today," or, "Would you care to join me, fellow Guardian, on my journey to save the solar system?" And since these are pre-programmed conversation options, language barriers wouldn't be an issue. The game already has the French version of that conversation option you chose, and it displays that to the French guy you just came across in the game. This communication restriction feels a lot like limiting player choice, in which case I think there would be an personal option to allow other players to chat with you.
Totally feasible, but I have to wonder if they weren't more talking about competitive play rather than cooperative; I can't recall any really bad incidents with teammates in (say) Firefight, and in fact my best ever spontaneous co-op gameplay moment came playing with complete strangers when we had a shared goal, in a game of Left 4 Dead. I think so long as players are immersed and their goals align, behaving well is more than possible. Competitive gameplay is another story entirely, though. I'm interested to see what they come up with.
Incentive
by RC , UK, Wednesday, March 27, 2013, 13:05 (4268 days ago) @ Mr Daax
In a multiplayer game, how do you avoid the douchebaggery if there isn't some sort of fundamental difference between your game and every other multiplayer game out there?
Make it too costly in the long run to be a dick. Make history matter. Make reputation real, quantified. Make it stick. But make it an easier proposition to turn your rep around than dump your character and start over. Make it attractive to be a good teammate. Make it easy. Teach the player useful things to say. When to say it. Reward them for good teamwork and leadership. Both explicitly and implicitly.
Examples:
Costly to be a dick: voice ban.
Easy to be a good teammate: 'spotting' button in GoW/BF.
Always online does not equal DRM
by kapowaz, Monday, March 25, 2013, 16:04 (4270 days ago) @ Cody Miller
Are CD keys DRM? Most people would say yes, since if you have a game disc, but no CD key, you can't play.
So you want to play online, and you can't do so without a CD key. The server checks your CD key to validate it, and if it's not valid or pirated or in use by someone else it refuses you a connection. DRM? Most people would say yes.
Let's get one thing out of the way up front: that a majority of gamers might agree to these assertions is meaningless. It doesn't make them any more (or less) true than any number of other widely-held yet fallacious assumptions.
That aside, what you're describing is copy protection. These are explicitly anti-piracy measures, which is only a subset of what DRM is about in the context of software. There's no region-specific functionality being granted, no facility for them to alter or revoke your rights dynamically (other than the wholesale removal of them, as with a CD key ban, and even then that usually only prevents online play); in fact your rights aren't enumerated digitally at all here – they're written down in the software license you agree to when you install the software, then don't change.
As Claude put it, you've got your own definition of what DRM constitutes, which is fine so long as you can accept that others might not agree with that definition. I for one think your definition is flawed, and I question what you're really bringing to this debate by steadfastly insisting that it is a certain kind of thing. What impact has it on whether or not people will enjoy Destiny, that is meaningfully different to (say) an MMO? As I've said elsewhere, that kind of always-online gameplay is not remotely new, so I'm dubious that it's anywhere near as big a problem as you're making out.
EA: "DRM is a failed dead-end strategy"
by kapowaz, Thursday, March 28, 2013, 01:48 (4267 days ago) @ Xenos
Some great quotes from EA exec Frank Gibeau on this subject here.
I particularly liked this one:
[on suggestions that DRM was pushed onto Maxis] That's not the reality; I was involved in all the meetings. DRM was never even brought up once. You don't build an MMO because you're thinking of DRM - you're building a massively multiplayer experience, that's what you're building.
...sounds familiar.
EA: "DRM is a failed dead-end strategy"
by Xenos , Shores of Time, Thursday, March 28, 2013, 01:50 (4267 days ago) @ kapowaz
Some great quotes from EA exec Frank Gibeau on this subject here.
I particularly liked this one:
[on suggestions that DRM was pushed onto Maxis] That's not the reality; I was involved in all the meetings. DRM was never even brought up once. You don't build an MMO because you're thinking of DRM - you're building a massively multiplayer experience, that's what you're building.
...sounds familiar.
One thing I found interesting about comparing the two is that that really pretty much is Maxis's first "rodeo" as DeeJ put it, hopefully since Bungie has 4 (5 if you count Marathon 2 on XBL) online games under its belt they can pull it off much better.
EA: "DRM is a failed dead-end strategy"
by kapowaz, Thursday, March 28, 2013, 02:43 (4267 days ago) @ Xenos
One thing I found interesting about comparing the two is that that really pretty much is Maxis's first "rodeo" as DeeJ put it, hopefully since Bungie has 4 (5 if you count Marathon 2 on XBL) online games under its belt they can pull it off much better.
Agreed — also I suspect that their online play will have a more distributed peer-to-peer nature than games like Sim City and Diablo III, which should hopefully ease the burden of online play.
However, there is one potential issue that I'm concerned about (perhaps it's already been voiced) with Bungie that's unique to Destiny amongst all their titles so far: each game they've released has included a major offline campaign too, which for a lot of players will be the first thing they play. The difference in difficulty level that players choose, how much they choose to smell the roses etc. will also stagger how quickly these players finish the game before moving on to multiplayer, and so the sudden burst of players going online isn't nearly as dramatic as it was with a game where you have to be online to play at all.
EA: "DRM is a failed dead-end strategy"
by Xenos , Shores of Time, Thursday, March 28, 2013, 02:50 (4267 days ago) @ kapowaz
Agreed — also I suspect that their online play will have a more distributed peer-to-peer nature than games like Sim City and Diablo III, which should hopefully ease the burden of online play.
However, there is one potential issue that I'm concerned about (perhaps it's already been voiced) with Bungie that's unique to Destiny amongst all their titles so far: each game they've released has included a major offline campaign too, which for a lot of players will be the first thing they play. The difference in difficulty level that players choose, how much they choose to smell the roses etc. will also stagger how quickly these players finish the game before moving on to multiplayer, and so the sudden burst of players going online isn't nearly as dramatic as it was with a game where you have to be online to play at all.
I still theorize that they'll do what they (like not putting in Invasion for a couple weeks) and MMO's do to manage traffic, which is not enabling all online features until they know they are able to manage the traffic. They may disable random joining in Destiny until they know they can handle the traffic but you can still play with friends.
EA: "DRM is a failed dead-end strategy"
by kapowaz, Thursday, March 28, 2013, 03:46 (4267 days ago) @ Xenos
I still theorize that they'll do what they (like not putting in Invasion for a couple weeks) and MMO's do to manage traffic, which is not enabling all online features until they know they are able to manage the traffic. They may disable random joining in Destiny until they know they can handle the traffic but you can still play with friends.
From how they've described it, the seamless (and unrequested) multiplay aspect of the game sounds like a key feature, and so I'm not sure about that — it might make the game a lot less fun and satisfying if they've balanced it around that being present. But we'll see, eh. We're still massively short of detail when it comes to just how the game will play!
EA: "DRM is a failed dead-end strategy"
by Xenos , Shores of Time, Thursday, March 28, 2013, 04:17 (4267 days ago) @ kapowaz
From how they've described it, the seamless (and unrequested) multiplay aspect of the game sounds like a key feature, and so I'm not sure about that — it might make the game a lot less fun and satisfying if they've balanced it around that being present. But we'll see, eh. We're still massively short of detail when it comes to just how the game will play!
Well, if it's like MMO launches when I say "until they can handle" it's usually a matter of hours not weeks like Invasion was.