DRM Free Spore Steams Forward!

Gamers get upset when developers sneak ugly hacks onto their computers when they just want to play video games. Although gamers really only revolt when they know their being exploited, Spore is a fine example of how not to lock down a video game. Using SecuROM was a bad decision on the part of Electronic Arts, no matter what their PR spin tries to tell us.

Imagine a world of DRM free spore and you may be imagining reality using the Valve’s Steam software download architecture.

“The moderator specifically mentioned Spore but it’s possible this extends to other EA games that used SecuROM as well (like Mass Effect). If a game on Steam uses third-party DRM, it’s supposed to be mentioned on the product page.” (cinemablend)

We’ve been complaining about the Spore DRM for month snow on the gaming podcast, perhaps we’ll have to shut our mouths soon enough.

(Thanks, GameStooge)

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Episode 409: No Spoilers This TimeEpisode 409: No Spoilers This Time

This week’s podcast is kind of boring, since there’s little to talk about, but Jonah and Scott are game. Most of the entertainment comes from Scott talking about his Fallout 4 adventures.

This week’s news includes:

  • Sony wants to trademark the term ‘Let’s Play’
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  • OculusVR founder claims Rift selling at $599 is “obscenely cheap“
  • Pirated games may cease to exist in two years thanks to Denuvo

Let us know what you think.

Spore DRM, Less Than TransparentSpore DRM, Less Than Transparent

It turns out Electronic Art’s Spore has some digital rights management (DRM) under the hood that’s irking a few video game players. We use the term “few” lightly, as game players use their voices to be heard and let them ring loud! Taking a gander at Amazon.com’s listing of Spore and you’ll see 797 customer reviews with an average rating of 1-star.

What’s the problem with the DRM? It’s almost easier to ask what isn’t the problem with the DRM in Spore. First, it’s intrusive, install Spore more than three times and you’ll have to call Electronic Arts to have them re-activate the game. Are we renting games now?

To re-activate your game with one more additional install will require you to give proof of purchase, so the comments say and, pretty much, you’re assumed to be pirating the product immediately. That might be over-reacting, a bit, but not really much considering the limitations on the product.

What if the DRM solution goes wrong? What if the game cannot access the Internet upon installation? There are plenty of what-if scenarios one can play out when they find their precious $50.00 game is phoning home to protect itself from you and your habits.

“This caused EA to remove the requirement that the game authenticate online every ten days, changing it to authentication whenever new content was added to the title. Unfortunately, that doesn’t seem to be enough, and the limit on installations is what gamers are now finding most heinous. Review-bombing Amazon is a particularly nasty way of getting the point across as well; casual gamers who aren’t aware of this campaign may not bother to read the content of the reviews and only assume the game isn’t very good.” (arstechnica)

No doubt all the negative press will result in a full on revolt, having gamers who’ve not purchased the title ding it with a 1-star to prove a point, why not? How else shall we fight “the man” and their unholy DRM solutions.

Oddly enough, you can find the game pirated already across the Internet, what has this proven? The game was found on torrent sites before it’s release, already cracked. It’s said they’re using a Sony DRM solution, a known DRM solution, which means hackers whom have already cracked this protection before had it un-shelled in a matter of hours.

What did the DRM get Electronic Arts but a PR nightmare and a bunch of people stealing it off the Internet now that they know it’s already available? Lot’s of publicity for very little gain; imagine the reviews and comments had they chosen to go without a DRM solution and be a pioneer of future technological solutions.Sure, it would be on a torrent site within hours… but it was anyway.

Evolution of RPG’s – Gamers Don’t Want an End?Evolution of RPG’s – Gamers Don’t Want an End?

I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?