Brad Wardell's Plan To Save PC Gaming
A few weeks ago, we discussed Stardock CEO Brad Wardell's "Gamer's Bill of Rights," a proposal for removing some of the PC gaming industry's more obnoxious characteristics, such as annoying DRM and no-return policies. Shacknews sat down with Wardell for a lengthy interview in which he discussed his reasons for starting the project, how it's being received by game companies, and how he wants the gaming community to help. Quoting:
"I've already gotten calls from Microsoft, from Take 2, and other publishers who are interested in moving forward on this. Obviously the first step is we have to really define these items. And I've had other developers and publishers who have come back and said, 'No, because it's not flexible enough.' For example, what happens if someone wants to do a policy where there's CD copy protection, but after the first month [consumers] can download a patch that gets rid of it. So obviously that's a perfectly good solution too, but our thing eliminates the ability to do that."
I wasn't aware that PC gaming needed saving.
At least, not any more than console gaming needed saving...
That CD copy protection doesn't even work. The game gets pirated before it's released!
These companies are just fucking stupid. SOMEONE IN YOUR SUPPLY CHAIN IS STEALING FROM YOU! Why punish us?
Where do games go after they get mastered? Keep a closer eye on that.
They're using their grammar skills there.
Ideally? Get rid of DRM. It NEVER benefits the consumer, and the pirate copies have it removed anyway.
If you HAVE to use DRM because the old farts who run these companies insist on it, have the game hosted on something like Steam or GameTap.
If you do decide to go the Steam route, don't incorporate further DRM on top of the Steam version of the game (I'm looking at you, BioShock).
Develop
A) Cross-platform games
B) Get rid of the insane DRM, if you want a CD serial key thats fine as they are easily cracked later in its lifetime, but don't activate it online (with the exception of say, a MMORPG)
C) Develop for a generation before, don't develop a game for quad-core CPUs and dual video cards, develop for a generation before the current generation. Optimize for multiple CPUs and video cards all you want, but I won't upgrade my graphics card/RAM just to play a game.
Taxation is legalized theft, no more, no less.
I think that policy is a fine policy, assuming that the copy protection was at least risk-free -- that is, assuming that if you bought the game legitimately, if it didn't work, you could just upgrade with a patch in a month, and the protection is gone.
Well, it's not risk-free.
Some of these CD schemes, in particular, have actually installed drivers which screw up things like DVD burning. Some have installed rootkits. There's really no way for a gamer to know that it's completely gone -- and if there was a bug in it, there's no way to know that we could completely remove it.
Parent has a point, though:
The reason you should remove CD copy protection from your game is that it doesn't work -- at all, ever, the game's cracked before release, and people can make perfect copies.
The second reason is that CD copy protection can be so intrusive as to drive legitimate customers to piracy -- which means that it has to have a significant benefit to justify that risk. It doesn't.
So, if CD copy protection is such a clear net loss, what's the point? Why would you want to only shoot yourself in the foot for a month, instead of, say, not shooting yourself in the fucking foot?
Don't thank God, thank a doctor!
Back in the '80s when things were fresh and new, I remember the eagerness with which I went to Egghead/Babbage's to look at the computer games.
There was so much variety in the games. People were trying all sorts of different things. These games were not hundred-megabyte heavyweight games, they were much lighter--but they were more interesting.
Now everything is so similar. The gaming mags freak out over frame rate and animation quality. I could care less. I value freshness and cleverness much more.
My wife plays, and loves, the popcap kind of games on the internet. They are nothing special at all, but she likes them because they are novel and fun.
I think I had more fun playing the original ASCII empire game and CIV II than I get playing later, overwrought, Sid Meier games (and he designs among the best).
The massive multiplayer games could be tons of fun, but there's no way I'm putting down a subscription to play.
All the damn game publishers are trying to hit home runs all the time, like the movie industry. That sucks. I'd rather see a lot more variety out there, like in the '80s.
Anyway--that's my gripe.
But I think it is heading in a dangerous direction. No big deal yet, but if it continues it could be headed down a bad path.
Basically there are three somewhat related problems right now:
1) Console first releases. Many games are coming out for consoles first, and then only later being ported to PC. Now while there are PC gamers who only own a PC (I'm one of them) there are people who own consoles and PCs. This leads to artificially lower PC sales on a given title. Someone may prefer playing a given kind of game on their PC, but if they have to wait, they may elect not to and get the console version instead. They are then unlikely to buy the PC version as well. For example I have a friend who owns a 360, a PS3 and a gaming PC (yes he has too much money). When Mass Effect came out, he wanted it right away and got the 360 version. He'd rather have the PC version, PC controls are nicer for a game like that not to mention the ability to hack around with it for more replayability, however he isn't going to buy it twice. Thus the PC version sees lower sales than it might otherwise.
2) Poor PC ports. Consoles and PCs work real different in terms of controls, as anyone who's messed with both can tell you. So if you want to do a game for both, and do it right, you have to spend time making two versions. You need to customize it to work well on it's various platforms. Same deal with multiple consoles, actually. However, there are an increasing number of games developed for the console, and then kinda half-ass ported to the PC. They don't play well, they don't feel like a PC game, and they often don't work very well. Leads to a situation where you are getting an inferior experience playing on the PC. This again leads to lower PC game sales. If a game comes out for PC and 360 and you've got both, you'll get the 360 version if the PC version sucks, even if you much prefer PC gaming.
3) DRM/copyprotection problems. The DRM on PC games is getting more and more problematic. Time was, you really had next to zero problems with it. All that it was is some areas of the disc not normally used (like subchannels and stuff) messed with and a little wrapper around the executable. Worked on essentially every system since everything was within the CD standards, and there wasn't any system level trickery. Now this was, of course, easy for pros to defeat. Well the DRM companies can't seem to understand that his is a fight you can't win, you can't give someone an encrypted file, the decryption key, and expect that they can't use that to their own ends, so they keep upping the ante to counter new tools. Thus now we have extremely complicated DRM that causes lots of problems on lots of systems. It is quite possible to buy a retail game and have it say your disc isn't valid (happened to be with Civ 4 BTS). Hell in some cases the DRM can even fuck up your system. Well this also leads to lower sales.
So what is happening is that various publishers are seeing lower PC sales, especially as compared to the console market. So they then get this "Well fuck the PC, let's do console only," idea, especially since they incorrectly seem to believe consoles are immune from game copying (someone should point them to the Games > XBOX360 category on TPB). Now that could spell a problem for PC gaming, since it becomes a self fulfilling prophecy. They do stupid things that reduce PC sales, so they see lower sales, so they don't want to work at making PC games, which leads to lower PC sales, etc.
So no, PC gaming isn't in dire straits or anything, and hell it'll be alive and well in some form so long as casual games and MMOs continue to find their stronghold on the PC market. However, the direction it is heading isn't a good one. Better to notice this and deal with it while things are still healthy, than to wait until it's a crisis (see the current mortgage problems).