You have about 20 hours left to take advantage of GOG’s DRM Free sale, put togeether to celebrate today being the longest day of the year. The games are free of the lumpen, ugly additional code that bootstraps their code to your PC. If for some reason you own a million PCs, you would be allowed, nay encouraged, to install them on each and every one. I wouldn’t, because that would involve a lot of work, not least in acquiring an entire planet to source the resources for such a PC collection, but the hypothetical scenario still stands. You really should look over the whole list, but below I’ve gathered a few treats to entice you in.
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Posts Tagged ‘DRM’
RPS Feature Sticking your fingers in your ears helps too.
Why has the SimCity story gone away? It’s a good question. And the answer for it reveals much about how both the games industry, and the games journalism industry, work.
RPS Feature Arguing With Themselves
So it’s all the more odd to see Maxis head Lucy Bradshaw acting as if none of this is happening, and instead just carefully rewording her mantra of how SimCity is only supposed to be played online, but this time leaving out the bit about server-side computations for local play.
In this, our ELEVENTH DAY of the equivalent of PC gaming’s Leveson Inquiry, Senior Director of worldwide communications at EA Maxis Erik Reynolds has written a series of ‘transparent tweets’. These tweets indicate that a post on the Simcity forum about a hack for offline mode violated their Terms of Service, and the discussion would have to be moved elsewhere.
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Update: Ubisoft have tweeted an apology, saying they’re working as fast as they can to get the servers back online.
So, like many others, I’m very excited to play Far Cry 3. After Jim’s review, and many similar elsewhere, I’ve been dying to play it and finally have the chance. Today is my day off, hooray! And so far I’ve been treated to a horrible, horrible time, and all at the hands of the technical mess that is Uplay and idiotic mechanical choices. And right now? Ubisoft’s servers are down. On launch day. You can still play in offline mode, but ho boy, this isn’t a good start.
RPS Feature Editorial
So, Ubisoft, eh? It’s been quite the 24 hours for the publisher. Having spent a few years seeming to actively seek the loathing of PC gamers – despite releasing a stream of good games – there appears to be a concerted effort to turn their reputation around. And this is something we certainly welcome. With an official pledge to abandon their deeply silly DRM, and a promise to try to release PC versions as close as possible to the console versions, they’re meeting gamers’ demands like we’ve got their families held hostage. (We don’t, do we?)
RPS Feature Always On Is Gone
For a couple of years we have been petitioning Ubisoft for an interview with those involved in their DRM decisions. We’re very pleased to report that this has finally happened, as we spoke to Stephanie Perotti, Ubi’s worldwide director for online games, accompanied by corporate communications manager, Michael Burk. Perotti is involved in all online technologies at Ubisoft, and works with many different studios and teams, with DRM part of her remit. We asked about the evidence for the various figures that have been quoted in the past, whether they have any proof for the efficacy of their extreme DRM, and whether Ubisoft has any regrets with how the matter has been handled in the last few years. And we also learn the rather enormous news that Ubi have abandoned always-on DRM, and will now only use one-time activation for all their PC games.
In an interview on RPS today, Ubisoft tells us that they will no longer use their controversial “always-on” DRM. In fact, they quietly scrapped it months ago, but haven’t made that official until now. In what is a really remarkable turnaround, the publisher pledges that from now on they will only require a single online activation after installing, with no activation limits, nor limits on how many PCs it may be activated.
Blizzard have finally admitted that their useless always-on DRM in Diablo III is partly to prevent piracy. Despite having previously insisted that it was purely to improve gamer experience (oops), in a post spotted by Eurogamer, Blizzard boss Mike Morhaime has pointed out that it does “help us battle” such issues. But then goes on to say that it’s still the best solution, that it’s essential, and while there are “some downsides”, it was “the best long-term decision for the game.”
Update: Epic’s issued a statement clarifying its meaning, noting that – while nothing’s off the table – it hasn’t entered serious talks about how it’ll implement online play at this point. Here’s the official word, in full: “We’re not talking about our plans at this time, mainly because that plan doesn’t exist yet. Fortnite is an iterative, living project and many things are still being decided prior to its release in 2013.”
Original article: Let’s start with some good news, shall we? First off, Fortnite’s looking quite nice and – based on an interview I just wrapped with producer Tanya Jessen (which you’ll see all of tomorrow) – the Unreal-Engine-4-powered survivor is, by and large, taking full advantage of every tool at PC gaming’s disposal. In other words, expect a constant flow of new content, some form of mod support, and impressively open-ended, procedurally generated worlds. It’s not all uncharacteristically colorful cartoon roses, however. At this stage, Jessen told me, a constant Internet connection requirement ala Diablo is still a possibility. She assured, however, that it’d be used first and foremost to improve the game – not as a last line of defense against piracy’s nighttime pillages.