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Taylor: "Secure PC Gaming Is the Future"

by Aaron Linde, Feb 27, 2008 12:26pm PST

Gas Powered Games founder and Supreme Commander developer Chris Taylor said that the PC gaming industry needs to embrace new business models which sidestep piracy concerns to survive.

"PC gaming isn't dead. PC gaming—the old model— probably is," Taylor told GamesIndustry at GDC. "Secure PC gaming is the future—it's going to thrive and we've all got to get on that,"

Taylor suggested that server-based and online-authenticated gaming proves to be the most successful business model in an industry fraught with piracy. The developer envisioned an industry in which data would be accessed from a central server rather than directly from the user's PC.

"It's all got to be secure, we can't afford to make this stuff and give it away for free," Taylor said. "It inconveniences a little but now they know why. And then we can get the economics back in line and maybe we can actually start offering it up at a lower price point in the future. So it will come around full circle."

Taylor's remarks come on the heels of many developers voicing similar concerns and rallying the industry towards digital distribution. At last year's GDC, Firaxis designer Soren Johnson said that "game design on the PC is going to bend toward persistence," noting Blizzard's World of Warcraft as an example.

2007 sales figures released by sales-tracking firm NPD noted that the PC gaming industry dropped some $60 million in revenue throughout 2007, owing to a shift towards digital distribution and subscription-based gaming. Valve's digital distribution platform Steam, meanwhile, was recently revealed to have grown to 15 million users and reported a 158% growth in holiday sales.




Comments

29 Threads | 132 Comments*
  • I had to laugh when he mentioned lower price point. Since when has ANYTHING ever gone down in price? That'll never happen. Maybe if we hit a critical mass for the idea of direct to consumer distribution, a lot of the traditional costs of marketing games will go away and more money goes to the developer. I'm all for that. I say give the developers more control over how their games are marketed and distributed. Its their product.

    As for secure gaming, I think the idea of "leasing games" might be fine for a casual gamer, but the true hardcore players wont go for it. And, despite the fact that broadband penetration still continues to creep up, the reality is that quite a few gamers still have slow or inconsistent access to the internet. We are already so dependent on the web that God forbid your web connection go down right? Its hard to imagine a day where your access or ability to play games would be absolutely dictated by the reliability of your net connection. I can just imagine sitting down for a long evening of gaming only to discover your broadband is kaput. I would hurl my PC across the room.

    If I buy a game I should OWN it. Every byte of it. And I should be able to put it where I want, when I want and not have to rely on a network for "permission". I hated Steam when it came out, I tolerate it now but the idea of all gaming experiences requiring a network connection is just too big brother-ish for me and I suspect for many other gamers.

    Plus, wouldnt that completely kill (or atleast limit) the mod communities too? I mean, if you have no local copy of the game code to modify, how do you "get under the hood."?? Some of the most popular games of all time have started as mods (CS).

  • There are games that are good and there are games that come out badly. It's the same with copy protection. Steam works, lasts, and has decent support. Steam is the HL2 of copy protection where StarForce is Superman64.

    They're going to protect their game in one way or another. I buy through Steam because my DVD drive won't read games on non-standard discs. I buy through Steam because I've physically lost Diablo 2 about 3 times now. If they give you extra services like steamworks will and stay out of your hair with the protection, then there's no reason to complain.




















  • Getting closer and closer to the death of anonymous multiplayer PC gaming.

    I use Steam because the system has added value (i.e.: online game title purchasing and delivery). If your method doesn't have any added value beyond multiplayer and stats, then I'm not biting. Part of why I didn't buy UT3 (along with my opposition to GameSpy running the backend for the auth system).

    I also don't want to be stuck calling a helplessdesk in Hyderabad just because the central server decided to ban me because my account failed authentication two times within the first three days after the last quarter lunar phase, or because some server admin fatfingered an account ID number in a permaban command.




  • I think he's right, and people are somewhat missunderstanding what Taylor is on to...

    Software is fast becoming a live service, changing and evolving to meet the needs of a living audience. This is much more lucrative (and more entertaining) than static software. WoW, Google, Facebook, etc... the whole "web 2.0" trend really proves Taylor's point as more and more people are coming to expect software that reacts.

    Take a game like HL2 -- you might play it a few times, but the story is the same. Compare that to WoW where the environment changes, and you'll see the difference. Hopefully PC devs will "get it" and we'll begin to see better uses of Software as a Service in the game industry than just EQ clones...