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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."

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  1. Hmm, a serial and a central server . . . by Maradine · · Score: 5, Insightful

    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

  2. Piracy Evolves as Anti-Piracy Evolves by vertigoCiel · · Score: 5, Insightful

    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.

    1. Re:Piracy Evolves as Anti-Piracy Evolves by Osty · · Score: 5, Insightful

      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.

      Unless you're id, Epic, or other big-name developers and publishers, in which case your reputation in the market is enough for people to pirate your game on day one (or day zero, even), robbing you of that profitable "build-up to success".

      IMHO, the solution is not to keep fighting fire with fire. Instead, it's to get into a different game. MMOs are one example. Another example would be similar to what Stardock does. When you buy Galactic Civilizations 2, there is no DRM at all. Instead, you get a serial number that entitles you to game updates. This wouldn't work at all for a typical EA game ("punt it out the door and start working on next year's version"), but it works great for smaller developers with a loyal fanbase. The game of GalCiv2 as it stands today is quite a bit different from how it shipped about a year ago, but if you pirate the game you would not have access to any of those game updates. Also, I'm not talking about intentionally leaving in bugs or any of that crap. You ship as good of a game as you can, and then you support it through its lifetime with feature enhancements (GalCiv2 AI or ship builder enhancements, for example).

  3. Steam-Like Services *WILL* Save PC Gaming by p0tat03 · · Score: 5, Interesting

    I used to be a huge critic of Steam and its related services, but I've warmed up to the idea over time.

    As a softdev (and a small-time indie game dev) I have a hard time justifying piracy, and since I've made the moral choice to buy the software I use, it's hit my pocketbooks pretty hard, but it's a decision I am glad to live with. Most of my colleagues are not so conscious, I'm afraid, and most would buy a PC game if it's CD-key locked and the game was all about multiplayer (CS, BF2, etc), but almost none would ever buy a singleplayer game.

    In other words, the concept that developers should just intrinsically *trust* the gamer to be moral and buy the game is hogwash. There may be a number of gamers like myself who strive to pirate as little as possible (if at all), but the majority of the world isn't so dev-friendly. I welcome (legal and reasonable) ways to protect developer content.

    Additionally, I'm also a huge singleplayer gamer. I loved games like Deus Ex, Half-Life, and the new C&C3, which I bought mostly for the campaign mode (and it is excellent, btw). Many developers are eschewing singleplayer games in favour of multiplayer-only games, due to the fact that the multiplayer-ness easily lends itself to better piracy protection. This leaves gamers like me out in the cold. It is also why I believe, despite the evils of the technology, we must live with it if we are to see more singleplayer content being developed in this world.

    Just my 2c.

  4. Re:M$ Games for windows forceing you to pay for mo by PIPBoy3000 · · Score: 5, Insightful

    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.