Taylor: "Secure PC Gaming Is the Future"
by Aaron Linde, Feb 27, 2008 12:26pm PSTGas 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.
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Comments
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).
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.
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So there are tons of pc gamers they are just busy playing and not buying. Want your game to sell. Make it great fun and unique and stop taking the easy route out by blaming pirates.
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this guy an idiot or what?
its ppl who work for said companies that leak shit out, get rid of them first, dont gimme this secure crap
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More than five thousand years of civilization and we still can't stop people from stealing physical items, let alone abstract information. Give it up, security invulnerability is mathematically impossible, and obscurity by obfuscation can only go so far. Intrusiveness works against the wishes of the customer, and server-based games represent a sliver of potential game pitches.
Just go make good games and sell them over digital distribution channels. My currency is worth less than three times what a dollar is, yet I seem to buy a game a month through Steam.
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I'm not saying that this form of piracy protection will work for the masses, but something like Steam would be fine with me. I could care less about playing old discontinued games, it's like trying to watch old black and white movies. I BUY all my games and so should everyone else.
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HAHAHAHAHA!!!
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1. DRM with an online component, like Steam.
or
2. The PCGA starts designing and supporting motherboard level DRM, like the Xbox 360. You did notice that AMD, Intel, Nvidia, and ATI are members, right? Along with Microsoft?
The industry simply can't survive if piracy is so easy it's pretty much a "pay if you want" model.
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In fact, SupCom is a hardcore RTS game with a very distinct gameplay from the mainstream RTS, and with very steep computer requisites (before Crysis it was the premium cpu game benchmark); with these two "features" in mind, it didn't sell just fine, but very well!!.
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Anyone who says otherwise is programming a DRM system they want you to buy and use on your product.
If all the files are on their end and they discontinue it....then what? No thanks, it would be the death of classic gaming. If we wanted to play a 10 year old game and it was discontinued under this model we'd be shit out of luck. No thanks.
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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.
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You can secure a product with a physical object (what you have - CD check/dongle), its location (where you are playing it - machine authentication), what you know (username/password for online) or who you are (biometrics).
We've just had to move to tier 3, but even it isn't foolproof or for every product.
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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...
No. Fuck that. Put it on Steam, let me play it when I want (yes, I'll authenticate) and give me non-MMO games and I'm with you. Make me run it off of a server like it's Second Life and you've lost me. I get what you're going for, but it's not going to happen.
It's like all those people who believe that disc-based formats will go away in favor of downloading all of your movies online in HD. No, they won't. The guy in the next cube to me lives in the country where crappy satellite is the only broadband option. My ISP Time Warner is trying out bandwidth caps in Beaumont. Until broadband is 100% ubiquitous at all times, this "running off the server" bit isn't going to happen.
Again, I'm with you except for that. Make me authenticate every time I play, fine. Make every game run through Steam, fine. But don't make me run it off of a central server.
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