Dragon Age 2 PC DRM Detailed
by Alice O'Connor, Feb 01, 2011 8:00am PSTBioWare has once again broached the eternally contentious issue of DRM with a forum post by community coordinator Chris Priestly revealing the particulars of the system it'll be using for the PC edition of its fantasy RPG Dragon Age 2.
The Steam edition will use only Steam for DRM. However, as EA did not start selling Dragon Age 2 through Steam until after it had stopped offering a free upgrade to the bonus-packed 'BioWare Signature Edition,' even Steam aficionados might have gone for a retail copy.
DRM on the retail edition is a different affair, with a combination of two different systems. 'Release Control' will be used to ensure that should you receive a copy before the game officially launches in your territory, you won't be allowed to play it until the powers that be say so. Release Control will remove itself once the game has launched.
The other, more persistent layer of DRM on retail copies has no disc check and does not limit the number of PCs you can install the game on. After verifying ownership by logging into your EA account when installing, you'll be able to play the game on five different PCs within any given 24-hour period. While you can play offline, it'll periodically require you be online for a login check, at yet-undecided intervals.
Dragon Age 2 launches for PC, Xbox 360 and PlayStation 3 on March 8.
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Comments
Or at least that's what I'm lead to believe; there's a foggy haze surrounding the known impact of piracy: the piracy numbers are not equal to lost sales on a 1:1 basis. Great games still sell millions of copies, and bad/ under-marketed games still sell poorly.
Take a heavily pirated movie, for instance: Avatar. It made some $3 billion in the box office, yet it was pirated, and probably watched, more than any other movie. Millions of times it was downloaded - if one download equaled one lost movie ticked then, to date, that movie would have made some $20 billion. I'm exaggerating that number but it highlights the ridiculousness of what we're being told.
I know that companies that are managed poorly can lose millions on piracy because they're spending millions on what is ultimately a game that no one wants to buy. These companies then erroneously blame piracy and blur the reality of the situation.
Anyway, the best way to fight piracy is to stop making the same games over and over again and getting the same results. Invest in ingenuity and creativity, because that's ultimately what gets people excited about a new product. And this may seem a bit abstract, but invest in the artists you hire, not simply the intellectual property. Games are only as good as the people that make them, so don't focus on making a good game - focus on making a great team of artists, unleash them and give them creative freedom, and the game will practically make itself. I'm not a game maker, but I'm an artist and I know that other people get excited when I'm excited about what I'm creating.
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Yeah, most people have Internet access but what if things are tight and you don't have it? :(
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