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Has Diablo III Mastered the Piracy Problem?


Published Friday 25 May 2012 4:16pm | 2
Tags: online, Diablo III, piracy
 

This is not advocacy or slander on those who pirate. Far from it. This is simply a look at how one company seems to have averted the typical issue of avoiding piracy, which maxamises the legal-digital sales and retail sales of their AAA title. There is one way in particular that they have done this, which I will address in the next paragraph. The interesting thing though about this method of avoiding piracy is what it could mean for the future of video games.

 

Diablo III

'THE GAME!'

 

Diablo III has been in the making for a long time. So long in fact, that many fans of the original games had started to doubt that it would ever see the light of day. Projects whose development cycles normally take this long face developmental issues with the advancing of the platform they are made for, licensing issues or internal studio issues which prevent them from coming to full fruition. So when this game is realeased, the fact that they implement an 'online play' only condition in order to play the game, people go mad. They lose their sh*t and start raving and ranting about their rights as human beings and gamers, and how it just the 'suits' behind these companies maximising their profits.

 

Diablo III 2

'Hack and Slash your way to VICTORY'

 

Shut up, I say to those people. If people are out there stealing your work for nothing, after spending so much money to create the product in the first place, I say that you should feel free to undermine their efforts, as long as it does not go to far (DRM). What Blizzard has done, is keep a whole load of game assests server side, which forces the player to connect to that server in order to play the game. It also forces the player to use a legitimate Key Code to access that server, insuring that each player has a unique, purchased copy of the game. Unless someone goes through the massive effort to emulate a server, then the system works. 

 

The consesus is that Diablo III is a brilliant game. It has recieved glowing reviews and many people are lauding it (in May which is not even half way through the year) as GOTY. So one could argue that by creating such an emmersive experience, the purchaser could sacrafice a little bandwith to play the game and help Blizzard keep the pirates at bay (DOES ANYONE SEE WHAT I DID THERE).

 

Suits

'This picture is the man you just made richer. Didn't he deserve it?'

 

 

Now, this is not to say that every game could employ these methods. A game with a linear single player that could quite resonably have all their assests on the disk should, in my opinion, be playable offline (See Ubisoft). Yes, pirates can work their 'crack' magic on them, but if the game is good enough then it will sell legally also. OR make your games for the consoles which are harder to pirate for (I'm waiting to be flamed now). However, there are games such as Diablo III that can justify having a dedicated server, which can use their online assests to make it almost impossible to pirate the game. If you head over to a torrent site (WHICH I AM NOT SUGGESTING) and look up a Diablo III torrent, you'll see a lot of trolling in the comments over people begging for a crack! 

 

Ah, fools...

 

To wrap up in short summary, if you don't want piracy, then incorporate online elements into your game which means you can have server side assests!

 

Your friendly neighbourhood,

Slide

 

 

 

 


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Comments (2)

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Orcmeister
On Thursday 21 Jun 2012 1:48 PM Posted by Orcmeister
This is DRM gone mad. If I buy a game, I should be able to play it whenever and wherever I want, not when the maker says. That's what this boils down to. Want to play D3 on the train home? Tough luck buddy.

I would be more sympathetic to this approach if, as you suggest, the single player version was playable offline. I know previous versions of Diablo have been subject to rampant cheating but I can't believe Blizzard can't clearly partition single and multi-player versions so there's no crossover.

This move is not just about DRM either. It's to force exposure of all users to the Real Money Auction House and to gather data on what you're doing while you're connected to the server. I don't know if the data gathering is confined to D3 play or not but even if it is, that's too 'big brother' for me, thanks.

No D3 for me until there's an offline single player option. If 'always connected to the internet' is the future of gaming, I will be buying fewer games.
 
 
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Romulus
On Wednesday 19 Dec 2012 9:15 AM Posted by Romulus NZGamer.com VIP
Great blog but have to agree with Orcmeister. D3 really went overboard with the DRM. Digital rights are a difficult issue to balance out: on one hand you want to ensure that developers like Blizzard receive the remuneration for their work that ensures that they continue to publish the brilliant games, but on the other you need to avoid punishing those people who buy legitimate copies and are then forced to continually validate their purchase!

Against this there is the real issue of whether DRM is even an effective anti-piracy tool? Research has shown that many games with significant DRM technologies are cracked within hours while those with relatively simple DRM tools are not (google Witcher 2 release). The driver being people who crack games often do so for the challenge of breaking the DRM (not because they are some digital 'Robin Hoods').

The result is that people who download pirated versions have a clean functional version, while those who put up cash for the real deal have to endure such pointless checks such as entering of serial numbers, online validation, or worse - having to be connected to the internet while they play!

The reality is these DRM technologies are starting to seriously turn people off games. While a massive release such a Diablo 3 will still generate enough buzz to make you put with being digitally stripped searched each time you play, smaller developers will need to think of a better way to protect their games!
 
 
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