Games for Windows Live Adds Anti-piracy Solution, In-game Marketplace

By Nick Breckon, Mar 24, 2009 6:00am PDT Microsoft today announced new features coming soon to the Games for Windows Live service, including an anti-piracy solution and in-game marketplace.

Few details were revealed of the server-side, "zero-day" anti-piracy solution. However, Microsoft did note that Games for Windows Live will now require authentication for online play.

In-game marketplace capability has also been added, allowing developers to sell content through their own store fronts through customized APIs. Games for Windows Live will now save users' settings in the cloud, allowing access to the settings regardless of the PC used.

"This update and other features currently in development represent a tipping point in the evolution of Games for Windows Live as a leading online PC gaming network," said general manager of Games for Windows Live Ron Pessner. "In the coming months, we will continue to deliver on our promise to provide gamers and publishers with the industry's best connected gaming experiences through the Live service."

We'll have more details on the updates following a briefing with Microsoft later today.

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  • Why haven't any companies tried doing a dual digital/retail release where the RETAIL release was significantly after the online one. It's a well known fact that most piracy starts from employees at replication facilities pinching copies of master discs and within 24 hours cracked copies are everywhere.

    If the game didn't even go for duplication before the digitally distributed version had already been out for a week, I'd bet you hundreds of thousands of sales that there would be a remarkable improvement in a developers bottom line.