Will Wright Speaks on Spore DRM
by Blake Ellison, Oct 16, 2008 3:30pm PDTWill Wright himself has finally spoken up on the downright ugly DRM controversy surrounding his latest creation, Spore (PC). Kotaku asked Wright for his thoughts and the designer came off as, in a single word, understanding:
It was something I probably should have tuned into more. It was a corporate decision to go with DRM on Spore. They had a plan and the parameters, but now we're allowing more authentications and working with players to de-authenticate which makes it more in line like an iTunes. I think one of the most valid concerns about it was you could only install it so many times. For most players it's not an issue, it's a pretty small percentage, but some people do like wiping their hard disk and installing it 20 times or they want to play it 10 years later.
When asked where to go from here, The Sims mastermind thinks that the dynamic of game commerce will eventually shift entirely online.
I think it's an interim solution to an interim problem. You have games like Battlefield Heroes coming out where the idea is you give away the game and sell upgrades, which works more in the Asian markets where you need to monetize it over the Internet. I think we're in this uncomfortable spot in going from what's primarily a brink and motor shrink-wrapped product to what eventually will become more of an online monetization model.
Meanwhile, EA CEO John Riccitiello is concerned with here and now. With his company's profits in mind, he defends EA's aggressive DRM as necessary in the fight against piracy, even though he conceded, "I personally don't like [it]."
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Comments
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A game like spore, with a very agressive DRM, ad a crack out that totally nulified the protection, within hours of realse. So why spend all that money and make so many people unhappy, when there's always some guy out there who can crack it? Just seems like bad buisness to me.
SecuROM doesn't have such a clean history, and they don't talk to consumers. Not much trust there. It makes me sad to see most industry players skip right over this. What's in it for the gamer? Is anyone certifying that SecuROM, the publisher, or whoever owns the activation server will not do anything malicious with the collected data? If it's not going away anytime soon, the gaming industry at least needs to make it look like they're not intentionally exploiting consumers.
Either way, it's going to be a whole lot of fun on future gaming PC builds, having to uninstall 10 games in a row, install them again on the new one, pray that they activate correctly, get stuck making phone calls for the ones that don't activate correctly, and bury the games whose activation servers aren't responding because they were shut down 2 years after release.
If anyone in the industry wants to shed some light on the "how and why", feel free. It's better than the scant information we've been given so far.
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This is about to be my new favorite phrase right behind "intensive purposes".
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