Monthly Archives: April 2009

Demigod, Stardock and Gas Powered Games’ latest game, was released by GameStop on April 9th (five days early).

Within a day the game became unplayable for many users because of the number of connections established with Stardock’s multiplayer servers.  This is a very big problem for a game that relies so much on it’s multiplayer component.

Why was the game unplayable?  There are a number of issues that I can think of that caused this.

The first is Stardock’s DRM philosophy.  Simply put Stardock’s position on DRM in games is that no matter what DRM system a company comes up with pirates will be able to crack it and that in the end DRM systems only hurt the legitimate customers (one need only look at EA’s initial draconian measures with Spore).  Because of this, and perhaps the early release so close to the weekend, pirates were able to get a hold of the game in near record speed and Stardock’s employees were all off for two days and thus unable to fix the issue.

Indeed Stardock reported that of the 100,000 connections established with their servers only 18,000 were from legitimate retail copies.  The rest were pirated copies.  Apparently Stardock never conceived of the possibility that so many connections would be established with their update and multiplayer servers and thus the servers did not have enough resources to deal with the large number of people online.

I do not believe that the lack of DRM on Demigod caused this issue.  In fact it appears as if the game was designed to connect to Stardock’s servers even if you were playing the game in offline mode.  It is at start up that the game connects to the server to automatically check to see if your version of the game is the latest version.  Ironically with so many connections established even the pirates were having an issue playing “their” game.

I have always questioned the logic of having a non-MMO game automatically check for updates.  While it adds an extra step I would much rather have to look for patches on Fileplanet.com or click on an in game button conveniently labeled “Check for Updates” than take the risk of this sort of thing happening to me.  It appears obvious to me that because the game automatically checks for updates the illegitimate users were having a major impact on the people that actually paid for the game.

When I first read about Stardock and their hit game Sins of a Solar Empire I was very excited that a developer finally agreed with me that DRM is not the way to deal with piracy.  This case has not changed my belief but it has certainly made me examine ways to limit the effect of piracy on the consumers and promote the purchasing of one’s product.  I think Stardock has hit on the first part of this equation but the automatic update check probably negated it.  That first part being that you must have a account with Stardock to play the game online and receive game updates.  Without the automatic updates I think that there would have been no impact on legitimate consumers at all.

The other part I think can be found in Steam’s digital distribution service.  Steam allows the purchasing and updating of games all from a simple program, but you must have an account in order to access your games.  Ideally it would be great if all the developer’s could get on board with Steam but realistically, human nature being what it is, that would give Steam far too much power over the future of the entertainment industry’s distribution system.

I think the solution to any game developer’s fear of piracy is to work with companies that provide digital distribution – such as steam – instead of slapping harsh and often invasive DRM on the legitimate consumers.

Those of us who follow the game industry are probably already aware of the OnLive service and its potential impact on gaming.

For those of you that are not familiar OnLive is a completely Internet based gaming system.  While not an existing service yet (OnLive goes into Beta this summer) the developers have stated that it would be a subscription based service and it would allow you to play newly released games and even older games as long as the rights holder (Such as EA, Ubisoft, and Activision) allows OnLive to put the games on their servers.

The service is not client side hardware based.  Instead it is reported that any computer that can play streaming video would be able to play the latest games.  Essentially games are stored on OnLive’s servers and everything is rendered there and then streamed to the user’s computer over an Internet connection.  OnLive has stated that the resolution would be dependant on the speed of your connection, with 1.5 Mbps allowing Wii level image quality and higher 4-5 Mbps needed for High Definition resolution.

Now I was a bit of a traditional gamer in that it took me a year to begin using services such as Direct2Drive to purchase games instead of going down to the local GameStop.  I suppose I am still a bit traditional in that I would be hesitant to subscribe to OnLive for a few very important reasons.

The first and most important reason is that bandwidth speeds change depending on the time of day, and with ISPs frequently bandwidth throttling at peak hours this would severely impact the image quality of the games I was playing.

Another important thing to note is that many ISPs have either implemented, or are in trial stages of, a monthly cap on the amount of data their subscribers can use per month.  Like a cell phone overage charge these charges can be very expensive.  I can imagine that the hardcore gamers like myself who migrate to this system could quickly find themselves hitting their cap early and being forced to pay overage charges.

An equally important issue is the fact that you wouldn’t be able to play the games if you had no Internet connection.  Sometimes my ISP has hardware issues following a storm here in Virginia and outages are common during the summer months and obviously people who have no Internet connection wouldn’t be able to use the service.

A question that I would pose to the developers of OnLive is whether or not I would be able to play older games on their service.  I would love to be able to play Mechwarrior 2 again, or even Privateer 2: The Darkening (which requires a hard to find slowdown patch because of the increase in clock speed on modern CPUs).  If these older games were put into the “cloud” I could potentially see a resurgence in the play of those games much like Id Software’s recent endeavour to put Quake into a browser window.

It remains to be seen how OnLive will work given the limitations mentioned above.