The Imagined Future of PC Games
PC Gamer has up a five-part series prognosticating the future of PC gaming. (part 2, part 3, part 4, part 5) Graham Smith, Kieron Gillen, and a few other PC games folks make some big-picture predictions about where console gaming's aging sibling is headed. Some of their predictions are fairly safe ("6. The mouse won't die, and graphics cards will get more powerful."), but others may be a bit contentious: "4. Steam and similar services will crush PC piracy. There's been a lot of talk from developers - old rivals id and Epic chief among them - about piracy making it harder for them to justify developing PC-only games. There's so little profit in it, apparently, that the poor fellows are left with no choice but to stray from their beloved home-platform and develop for consoles too. And yet the only games out there with a zero percent piracy ratio are all PC-only: MMOGs. They have a headstart in the anti-piracy crusade: connecting to a central server is an integral part of the game, so verifying that the user's CD key is unique can be done without much fuss. And no one's going to complain that a MMOG requires an internet connection; that's pretty obvious from the concept itself."
And yet the only games out there with a zero percent piracy ratio are all PC-only: MMOGs. They have a headstart in the anti-piracy crusade: connecting to a central server is an integral part of the game, so verifying that the user's CD key is unique can be done without much fuss.
Not all MMO's have been PC-only (and of those, there has been piracy, PSO anyone?). Further, I'd argue that connecting to a central server with a CD key is not proof against piracy. Finally, the primary financial outlay surrounding an MMO is purchased time, not software.
Don't get me wrong, the pressures facing the PC side of the industry are very real. But if we're talking about means-to-profit, piracy is not the main threat that the MMO's face by a long shot. As with many things, the fulcrum is much lower elsewhere . . . account phishing and gold farming are by-and-large the most profitable way to attack the system.
I'm also very curious about the implied assertion that game piracy has been licked in the console world.
M
trustedworlds.net - gaming, security, and the gunk that lives in between
I am reminded of Douglas Adam's Electronic Thumb from HHTTG: half the electrical engineers in the galaxy are working on fresh ways of jamming the signals, and the other half are working on fresh ways to jam the jamming signals. There are ways to get around CD-key authorization besides using someone elses - I believe that people have already found a way to disable the Registration request in the Adobe CS3 beta, by deleting the file that reminds CS3 it still needs a registration number. Piracy is only realy a wide-spread problem after games are succesful enough to be widely pirated - otherwise it's too hard for the average user to find a pirated copy. By this point, the game has made enough revenue to be profitable. It's just the publisher's constant desire for insane profits that forces devs to move to consoles.
Not only bad, it may not be smart. Counterstrike was a fan-created mod which revolutionized the industry. Neverwinter Nights was great because so many people made modules for it. I think we'll see developers looking for ways to leverage user-created content. YouTube wouldn't be worth billions if no one uploaded anything to it.