So how would this work: 1) have a early launch code included in collector versions and pre-order, for something around 1 week. 2) include a special DRM system for only the pre-launch week, and announce that it will be removed after the pre-launch week.
the benefits: 1) Crackers are people, and there is little incentives for 1 week crack. A honor system could also encourage them to avoid cracking the game, if this model is made in honest. 2) Buyers are people, and those that would buy the game at launch (90-95% of revenue) will not have a pirate game to pick from. 3) pirates are people, and those that rather wait for a crack will wait here too.
They're not stupid, they know it's getting cracked. It's just a play for more time.
Think of it like trying to get a "crack" for 37s Basecamp or similar.
You might be able to eventually do a good enough job that makes your server feel quite close to the official server but then every time the game updates you either have to stick with the old way or do all of your analysis again. So you end up with a divergence between the real game and the pirate game.
It is certainly much more time consuming than figuring out how to set the "isGameValid" in securom to 1 and breaking every securom game out there. In this case you have to individually reverse engineer every single game out there, so at some point you hit the limit of the rescources that game crackers will spend on cracking. Essentially the problem with traditional DRM is that attack is easier than defence, this inverts that relationship.
Some games, WOW for example have people spending significant resources on reverse engineering them (although for different reasons) because there is a financial incentive to do it (you can make money selling rare items). There probably isn't much money in cracking simcity.
But game runs just fine for twenty minutes after disconnect (at least it simulates one city fine). You just may lose your progress because game saves "in the cloud".
SimCity isn't a normal game, it's a SaaS game.
I understand the SaaS description, it's a very accurate one but the point is customers have paid for something that is essentially an overpriced server status and countdown application. This is not acceptable, it's not like the game was given away for free. People have paid for something they cannot use.
How would you feel if you just bought a new car, drove it out of the dealership and found-out it had some amazing new technological anti-theft GPS immobiliser in your car that always needed to be connected to the monitoring company network and it was preventing you from driving it out of the dealership? The dealership refuse to refund your money even though they knew the car had this issue, but they sold it anyway so you have to wait for a fix... EA sold us a lemon, I feel very ripped off.
Do EA even test their games any more or do they just develop them, throw some really buggy DRM implementation in and sell as many copies as possible? They're already one of the most hated companies in gaming, I guess they can't really lose out any more, they hit rock bottom a while ago. Much like the music industry, they'll eventually start losing copious amounts of cash and blame piracy instead of themselves. So tired of EA's crap.
Do we need a new acronym for games that required black-box server side components (Not just DRM but entire chunks of game code) not controlled by the consumer?
GaaS? (Game as a Service)?
Ubisoft did the same thing with the last silent Hunter game IIRC.
This is hardly a new concept, Eve Online is a fairly prominent example of a game that is run entirely as a subscription service. I'm sure there are other MMO games that do the same, however there are others like World of Warcraft which combine a subscription service with a "boxed" game client.
In the context of the current discussion, I think EA could have made the new SimCity game entirely service based, like Eve, giving the client software as a free download and charging for access to the server, where most/all of the actual simulation logic would live. Instead they've pulled a bait-and-switch with a boxed product.
When I was talking about GaaS I was sarcastically talking about ostensibly single-player games are crippled in this way.
Crippleware is a good one too :)
I was also thinking about PC Games mainly when I said that since it still (touch wood) a rare situation.
To be honest, mobile gaming didn't even appear in my PC-master-race-gaming mind :p