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  1. After the hate storm that was E3, Microsoft caved into the consumer“s demands and switched the DRM policies. Now we can trade our games without restrictions just like before! The status quo stays! It“s been one month since E3 and the DRM switch. What exactly will this effect have on the gaming industry? Just handing over the game Things will stay the same (for the most part). This is the obvious result, and exactly what the customers wanted. But that means that things aren“t changing at all, and isn“t that what happens almost every new generation? As I had talked about before, this generation is not providing anything substantially new. This past generation (Wii, Xbox 360, PS3) provided an online community for each system, and that was the substantial new piece of growth. My hope and speculation is that indie game developers are given a chance, like what Sony and the PS4 is doing, and can really show how creative games can get, as the expectations for these AAA games tend to be high, and they can“t always deliver. Indie games may be experimental in nature, or too short for someone to want to buy it and commit to said buy. However, indie games may actually be the “new innovation†that we all are looking for. Journey has received rave reviews in how few actions you can make. It has been announced that Sony is giving Indie developers a chance with the Playstation 4. The OUYA was released last month, and it“s basically an Android console. That“s a completely digital market already. Another reason why things will stay the same is that consoles are slower to adapt. This is because a game console is a set product, and the games made for consoles are mostly set products, unlike the potentially ever-expanding MMO games. Computers can be upgraded with parts in order to handle better graphics, or increase RAM. There is also the modding community when it comes to the consoles, but not everyone does this. There is DLC around, and that can make a game last much longer, but not every game will get DLC. In other words, most console games are expected to last only so long. 2. The inevitability of all digital is only delayed There is also the case of same day digital releases. While the price is the same as grabbing a hard disc, that still doesn“t change the fact that there is a digital release. While some see digital as an inevitable event, some fear this as well. Once everything goes digital, much like in the mobile market, it becomes harder to trade, borrow, or lend games. The Xbox One“s original plan was that one could share copies of their games by allowing only a certain number of people to access the account. It“s possible that Microsoft“s plan with the Xbox One could have been what it sees as something that will happen in the console market one day. With everything eventually going digital (just look at the PC market and Steam), and consoles acting more and more like computers, won“t there be more protection attached to games or accounts? Again, the hindrance to consoles and handheld markets is that they lack the flexibility of computers, and a new console does not get released every few years. A console is generally deemed to last at least 7 years, and changing rules and policies halfway into a machine“s lifespan probably isn“t the best option. So Microsoft answered to the fans callings and threats. I can say that I“m relieved about being able to let my friends borrow a hard copy if they want to. Do you think that one day consoles will follow the mobile game route? I think it is an inevitable event, but I can at least say that hard copies will be around for a little while longer.
  2. http://www.ign.com/articles/2013/07/11/fans-petition-for-microsoft-to-restore-original-xbox-one-policies?utm_campaign=fbposts&utm_source=facebook Apparently this guy have gotten 12,000 signatures already. I personally don't think xbox would do this unless they want only 12,000 units sold. But then again, this could be a good excuse for them to reimplement some of those original features.
  3. Yesterday we all learned about the final remaining console to be announced in the next generation race: The Xbox One. Though the name was a bit of a surprise, no doubt many were excited to hear details about this successor to the 360 and how it would improve on and change the current Xbox gaming scene. Unfortunately, there are still a few things that remain ambiguous about the system. It's been revealed that it will require an internet connection to play games, but how often will you need to be connected? One representative said every 24 hours though others are playing coy with the official answer. How will this affect consumers' reception of the console? Another thing that remains uncertain is how the Xbox One will handle used games, with some reports saying that it will charge a full-priced fee to consumers who use a used disc, but Microsoft's Major Nelson is saying that it's not written in stone yet. So what does this mean for you? Should you be excited for the Xbox One? The GP staff assembled their thoughts on the matter and shared their initial impressions about the console (both good and bad) below. Jason Clement | Editor-in-Chief "If there's anything that truly took me by surprise about yesterday's announcement, it was the name they Microsoft went with. 'Xbox One' could quite possibly be one of the biggest misfires in video game console naming since the Wii U was revealed in 2011, and not because it sounds bad, but because it may ultimately lead to confusion among consumers. Don't believe me? It's already happening in Bing's search engine. Aside from the name, there wasn't much that excited me. Understandably, they're holding their biggest game announcements for E3, but sports and TV offerings didn't exactly strike a chord with me, and the obscured information we're getting about the console's DRM tells me that Microsoft are more concerned about taking control away from consumers as much as they can to suit their own needs. There are obvious concerns with this, and Microsoft will have a lot to prove with the console when E3 finally arrives in a few weeks." Marcus Estrada | Managing Editor "The Xbox One seems to be heading toward exactly what Microsoft wants - control of the living room TV. While I expect there will eventually be games I'm interested in for the system, as of now, they aren't playing to my interests. That's fine, as I don't expect any company to ever do so, but they also seem to be pushing me away as well. If used games cost an extra fee (aside from purchasing them used to begin with) then that is an annoyance. So too is the idea of games that are not otherwise online possibly making use of always online connectivity. Having suffered some really bad internet connectivity issues as of late, I can see that my household isn't ready for that, and that is true of some others as well. I still fully intend to buy the system, but I will continue to not support digital-only content as Microsoft has proved for the second time they do not really care to allow legacy support for XBLA games. They did not offer original Xbox users transfers of their (very few) digital titles, and they are doing so again here. As a collector, this is going to be the biggest issue I face in the future, and it's a shame no one is really looking forward on this topic." Marshall Henderson | Editor "The Xbox One is a hot mess of absurdity. It introduces a lot of ideas, but very few of the good ideas are particularly pertinent to their extant market, and the other ideas are actively geared against that market, and any other market that would use their product for any of its independent uses. Typically after announcing stuff like this, the incumbent consoles might be expected to state their case to counteract their competition's announcements, but really, one could convey anything Nintendo or Sony would need to say by simply reading the verbatim statements of Microsoft's representatives in a more incredulous tone. Frankly, Microsoft doesn't seem to be making a game console at all at this point. The representatives for the Xbox One have made it perfectly clear that their goal is television and sports, and the majority of their presented functions are not gaming-related at all, with the exception of the occasional backhand to gamers wanting to borrow games from one another or have any sort of experience with the console not pre-approved by Microsoft. This is a corporate market now, with consumers being expected to accept the terms of their purchases, rather than buying products that serve their needs. You don't owe Microsoft a damn thing, not to pay a fee on a used game you bought--oh wait not, oh wait maybe, not to connect to the internet at least once a day, not to keep your Kinect plugged up." Harrison Lee | Staff Writer "The Xbox One is a bit of a disappointment. It's a slick-looking DVR that offers voice functionality and high-quality motion control, or so we're led to believe. It also plays next-generation games, but Microsoft wasn't keen on advertising those bits. While I understand they want to save the gaming goodies for E3, it looked like the company had decided cable TV was the future of entertainment, and that the Xbox One will lead the way. I hope this isn't their philosophy because we're pushing away from standard cable service. In addition, the attempt at targeting a much broader user base makes me think they might have made some hardware concessions in the GPU and visual fidelity performance sectors to account for the extra TV and media-related tech. Surprisingly, this next generation of consoles is apparently matching your average mid-grade PC, and without compelling exclusives to draw me to the One (or the PS4, for that matter), I'm probably going to hold out until a sale." Jared | Features Editor "The new Kinect is the most interesting thing Microsoft offered at their presentation. The voice recognition that they demoed was amazing to say the least and that supposed ability of being able to monitor your heartbeat was just a great way to show of how advanced this little doohickey could end up being. Everything else they showed off or announced was predictable. It is still too early to tell if the Xbox One is going to sink or swim, but they're really going to suffer if they keep refusing to give people a straight answer on all this DRM nonsense." Gaiages | Community Manager "I'm still not quite sure what to think of the Xbox One reveal. The 360 has been taking a certain... mostly non-gaming direction as of late, and the One seems to be following that same direction. With the ability to multitask between different forms of media and many of the new features not involving gaming at all, Microsoft is really striving for this to be an all-in-One device (pun completely intended). I'm hoping we'll see more about the games during E3. With Microsoft's boast of a fair amount of exclusives and new IPs, they're going to have to reveal some of this at the show to really get gamers behind them. A random thought, though, for the voice recognition... sure, it worked fine at the conference, but what about those with accents or speech issues/impediments? Seeing how excited Microsoft was about it, I sure hope the technology is up to the task to understand everyone." If there's anything you can glean from these thoughts overall, two words seem to summarize our overall feeling of the Xbox One at the moment - hesitation and uncertainty. It's safe to say that some, if not many of you reading this might feel the same way as well, especially judging from reactions on social networks and the like. Will Microsoft be able to get rid of the doubt and hesitation currently that persists around the Xbox One currently? We'll find out in a few weeks when they pull back the cover completely on the Xbox One at E3. What were your thoughts on the Xbox One reveal? Let us know in the comments below!
  4. The whole "always online" concept may have some great intentions, but has been shown to gamers in very negative ways. In recent history we have both Diablo III and Sim City facing huge issues thanks to their constantly required internet connections and reliance on outside servers. As such, the rumors that Xbox One will be always online have been deflected, at least partially. Microsoft is hoping that many developers will choose to make use of their Azure servers. If so, this takes the requirements off the developers to have sufficient servers as they can expedite their processes to Microsoft's cloud instead. Of course, if a developer chooses this route then the game will be an always online title. Thankfully, this is not a requirement for developing on the new system. Developers can also choose to handle games as they have in the past, without having to go the always online route. All the same, Microsoft offered this initially confounding statement to CVG: "Xbox One does not have to be always connected, but Xbox One does require a connection to the Internet." So, basically, all games do require an online activation when you buy them and install to your system. Beyond that though, a persistent internet connection is dependent on the game in question.
  5. Marcus Estrada

    Adam Orth Has Left Microsoft

    If you aren't familiar with the name Adam Orth then you're not alone. Until recently he was not a big name in the world of Microsoft. He managed to get his unwanted moment in the spotlight when sharing his opinion about "always online" consoles on his official Twitter account. This caused all sorts of controversy. Game Informer has since spoken with Microsoft and found that Orth no longer works there. These unnamed sources were unable to give the nature of Orth's departure. Did he leave of his own accord or was he unceremoniously fired? This is one tantalizing question that is never likely to be answered (unless he chooses to vent on his Twitter page again). Hopefully this is a lesson to all professionals on Twitter to recognize that spreading their word to thousands of viewers may have repercussions on them later. Some may debate whether a rude Twitter post constitutes a firing or not, but that is up to the discretion of companies themselves.
  6. At this very moment, we don“t know for certain if the next Xbox console will require a persistent internet connection. Rumors saying as much have dogged the upcoming system for over a year now, and have only gained more credibility over time. “Confirmations” from un-named or even named developers make it seem that this change to always-on systems is inevitable since Microsoft and Sony probably are contemplating it. The latest controversy around an internet requirement came not from more rumors, but rather the reaction to said rumor. Microsoft Studios Creative Director Adam Orth made a series of Twitter posts that typified the kind of attitude gamers sometimes feel all big companies have. He started that “every device” is always on because “that“s the world we live in.” He also showed no interest in users who cannot access reliable internet, or any at all. No doubt that there are gamers who agree with his assessment of the modern era, but the anger in response to Orth shows that many also disagree. Microsoft had to engage in damage control by officially apologizing over said words. But were Orth“s assertions truly indicative of the modern age? Are we finally at the point where everyone is always connected and enjoying the benefits of it? I don“t think so, although those reading this piece may believe otherwise. To simply read this published piece requires an internet connection, after all, through either an Internet Service Provider or cell phone service provider. While there are a great deal of people in the United States using the internet, there are certainly issues with our infrastructure. Gamers who live in an urban metropolis or near enough to cities probably have pretty respectable internet. Those players can probably enjoy downloading digital games and playing rounds of multiplayer without much issue. There may be occasional hiccups, but otherwise, they“d likely be living a life where worrying about the internet doesn“t factor into their daily routine. However, big cities are a very small minority of the landscape. So much of the United States is still extremely rural. With such a massive landmass that we call our own, there is still tons of work to be done with getting the entire country online. In some towns, there may only be one ISP around and they might not be the most reliable. This is definitely the case for many and it causes a huge detriment to gamers. People living in these environments do not have reliable internet, or even any sufficiently speedy connection at all. Map of cable and fiber internet provider locations in United States If you“ve never been in a place like this, then it“s easy to agree with Orth. But if you do live with a shoddy connection then you must deal with downloads stopping or restarting because the connection just isn“t trustworthy enough to stay persistently connected for the length of the game download. Or there is the fact that a large chunk of America still uses DSL. These speeds are just a fraction of what cable customers can see, and slow as molasses when compared to the lucky FiOS users. Did you think the PlayStation Network servers were slow? Enjoy waiting even longer for them thanks to DSL being the only internet you can obtain in your area. Then comes another interesting facet of Orth“s statement worth touching on. “Every device” is always on these days, he said. But what does that really mean? Yes, everything from recent TV sets to refrigerators are trying to get in on the “connected” bandwagon. But does everyone continuously stock their homes with the newest technological goodies? As gamers, many of us do to make sure we always have the best gaming setup possible. Other games are not lucky to have enough money to be living as modern a lifestyle as Orth asserts. Of course, some would argue those people don“t have the money to buy a new system either, but you“d be surprised to see how many people play games even at lower socioeconomic statuses. Many may get these systems years down the line when they have finally seen a few price drops. What a disappointment it would be if these families had to realize that gaming had finally shut them out. So far, other methods of entertainment such as books and movies have not done the same. Let“s imagine that the US government goes all out in the next few years to get fast, reliable, and cheap internet throughout the states. Would we all then be prepared to face an onslaught of always online consoles? No, not at all. One anti-consumer trend that has cropped up over the past few years is data caps. In the US, some of the largest internet providers enforce caps on all home (as opposed to business) customers. Sometimes these caps are up in the range of 250 GBs, but other times they are as low as 20 GBs. Everything seems to be pushing consumers to eat up digital content in massive amounts. Gaming is the same, as they wish to further the success of digital downloads, multiplayer, and possibly always connected systems. Depending on the company, though, you may be out of luck. Passing data caps tends to either cause you to have to pay overage fees, severely slow down the connection, or cut access entirely until the end of the month. Imagine it. You“ve been enjoying shows on Netflix, "Let“s Plays" on Youtube, and streams on Twitch, and quickly eat up your data cap allotment within the first week of a month. Then what? Are you willing to shell out the fees for going over the cap because that system is going to require some meager amount of online connectedness to function? If you lose the internet entirely then are you going to be content to not play the Xbox until connection is granted again? That“s what would have to be done, but it in no way would please the owner of an always-online system. Internet is an important commodity in the modern age. It is basically expected that we all have it to maintain our lifestyles, and we have readily adopted this mindset. Regardless of how we connect, we are eager to do so even if it is only through shoddy companies who can“t promise 100% uptime. Data caps, as monetization schemes, will only proliferate to more customers if no one stops them. Until internet connectedness is at an acceptable level in the United States, and caps are exorbitantly high (or abolished), we as a nation will remain unprepared for the future of an always online console.
  7. Here's one huge rumor that has been going around for a bit. Before SimCity launched, and even after launch, EA and Maxis have continuously stated that a persistent internet connection is a requirement for the game. Specifically, it isn't just for DRM purposes, but that computations integral to the game are carried out on EA's servers. According to Rock Paper Shotgun, they have received word from a "Maxis Insider" who says this is a serious fudging of the truth. Here is some of the exact statement: “The servers are not handling any of the computation done to simulate the city you are playing. They are still acting as servers, doing some amount of computation to route messages of various types between both players and cities. As well, they“re doing cloud storage of save games, interfacing with Origin, and all of that. But for the game itself? No, they“re not doing anything. I have no idea why they“re claiming otherwise. It“s possible that Bradshaw misunderstood or was misinformed, but otherwise I“m clueless.” Gamers are certainly aware that there was a big push of social elements for SimCity, but could that really be the majority of what the servers are handling? If that is the case, then it seems silly to require a game to always be online. Sure, many players love to be socially connected, but there are definitely others who will play the game as "alone" as possible all the same. To solidify this claim, many have tested the game while purposefully losing their internet connection and have found the game to run for a while without it (Notch of Minecraft, for example, as well as popular journalists). As such, it does seem likely that the server is not keeping the main game running, as much as it is checking in to update social information, persistently save world, or make sure the game is legitimate. If it does turn out that EA's statements proclaiming the game needs to be online all the time are purely based around social aspects then many will become angrier than they already are. Do you think things are only going to get worse for EA thanks to this series of SimCity events?
  8. Earlier this week, the long-awaited reboot SimCity launched on PCs. It didn“t go very well. In fact, it went horribly as EA“s farm of servers dedicated to the game simply could not keep up with everyone attempting to download and play the game immediately. As the game is one which requires a constant internet connection, any attempt at playing the game caused further stress to the servers, which resulted in long queues for customers. Although things are settling down now, there have still been issues with playing the game at all. None of this would have happened if the game did not make use of DRM in the form of an always-on connection. Sure, Origin itself may have been bogged down with players downloading the game, but afterwards, they would be able to play without egregious wait times or games crashing. The always-on connection keeps players continuously tethered to EA to make sure games played are legitimate, as well as share other data between the two. Although internet connectivity may be used in exciting ways with games, EA appears to do it primarily for security“s sake. After all, there is no need for players to be connected when developing a city in single player mode. Many, who similarly dislike online integration in general, would prefer to have an option between offline single player and online single player. The benefit of an online single player mode being extra statistics and features while an offline mode would aid those who either dislike or are unable to be continuously connected to the internet. Instead, EA took the tactic of having a game which is always online no matter what you do. And, as has happened many times before, the servers were unprepared for the flood of gamers. It is not only EA who has suffered this fate, but also Blizzard and other companies who require an always-on connection. Yet, everyone seems to frame each server disaster as a surprise, as if we should not have expected it. In many ways we shouldn't have to expect it, but companies are obviously not doing enough to show otherwise. As consumers of video game media we have the right to access our games when we buy them brand new. When a game is online-focused, it makes sense that they will require constant connectivity. But when a game is traditionally single player focused, it seems an unnecessary requirement to be constantly having a game verified with the company's servers. Big names like EA have tremendous amounts of money, and as such that may be why fans expected SimCity servers to work perfectly upon launch. However, EA buckled under the pressure and left many angry. Despite tremendous apologies, they didn“t even go so far as to offer refunds for their product through Origin. At least in regards to pre-orders, EA should have been aware of the minimum player base to expect, and planned accordingly. Why can“t massive groups like EA handle a launch? It“s common knowledge to gamers that tons of people will pick up a game immediately and try to play. It may be due to the obscene business savvy of EA. Unless a game is really special, it will tend to see a dropping off of players after a while, and eventually there will be much fewer people playing at one time. To EA, it may seem more cost productive to simply have “enough” servers for when the game is settled in its run, rather than have tons of servers set to accommodate the launch rush. Still, this is only a ridiculous plan as it leads to disasters like what has just occurred with SimCity. EA may have chosen to not prepare as many servers as necessary for a widely anticipated game, but now they have had to bring some more on board all the same. The playerbase is angry that they were not able to play the game they purchased right when it was available. They are even angrier when faced with EA stubbornly denying refunds, as well as requiring the game to be online in the first place. Of course, some are hammering on the company extra hard thanks to it being EA who has stumbled. What does an event like this do for them? The image of EA was already much-hated within the community, but that hate is only being strengthened now. Beyond the distaste over company politics, there is also a growing dislike of always-on games. Sure, there have always been vocal opposition, but the more server issues happen, the more that gamers recognize their inherent problems, as well as unnecessary nature. Although SimCity has a multiplayer mode, there should be no need for the consumer to connect to the internet for a solo mode. We are all quite aware of these things thanks to being involved with gaming media. We read copious gaming websites, or at least discuss games frequently with others. From the moment the clock hit midnight on the eastern coast, gamers everywhere knew that SimCity was facing issues. We are all so deeply engrossed in gaming that every problem is inflated to cataclysmic proportions in an instant. Then, we listen to the echo chamber of bombastic journalists who use cunning wordplay to snidely condemn and many fall in line behind these voices. So anyone reading this is probably very aware of the seething anger around SimCity. But what of players who are not constantly tapped into this world of ours? Just like Diablo III, SimCity is a game with a history that has not been seen for a while. It“s entirely likely that people who have not played many video games in years will recognize the name “Sim City” and pick it up from Wal-Mart in the coming weeks. When the servers have stabilized, will they even be aware that these issues even existed? It“s not likely. EA is spurning customers left and right who may rightly be considered “hardcore” gamers. However, not everyone in the world understands or sees this occur at all. In a way, EA allows these issues to happen because they know consumers better than they know themselves. There are those gamers who yell and scream now, only to buy games from that company who supposedly wronged them later. Of course, there are also gamers who will take this to heart and not buy an always-on game for a long while. Overall though, we as a collective player populous need to make a stronger stand against constantly connected games or this will not stop. Instead, games will continue to launch with always-on internet a requirement. Servers will continue to buckle under the stress, we“ll cry and yell, and then “forgive” because we need the next game in a series. Being angry alone does not concern EA, or any other big company, much. Show companies that until they can truly invest in servers to handle a game, that they should not push forward with constantly connected games. Stop supporting these companies and maybe - just maybe - we“ll see them pull back.
  9. Piracy is the biggest issue to hit the gaming world in recent memory. At least, that“s what popular developers will tell you. Online piracy, or the downloading and uploading of products without paying for them, has been around as long as the internet has been popular. Video games have been one hot product to continually see pirated versions hitting the web on the day of release or even beforehand. Many developers and publishers have attributed more and more “lost sales” to pirates in recent years. Companies of all kinds have attempted to stop the illegal accessing of their content for a while. The longest standing methods for securing games have been serial keys and copy protected discs. Of course, those with the technical knowhow are always one step ahead of these things. Throughout the years, serial key generators have proliferated the web as well as hackers who easily remove copy protection. In the modern era, many developers continue to fight against piracy with stronger methods and mixed reaction. SecuROM, used most famously by EA, is one method of disc copy protection which harms paying users more than pirates. One of the tenants of SecuROM is to only allow a game to be activated a certain amount of times. For example, Spore initially only allowed players to install the game three times before basically voiding their purchase of any value. Of course, that ignores the more unfortunate features of the program, some of which prompted users to file a class-action lawsuit. Another popular (for companies) method that arrived to combat illegal downloads is games which require an always-on connection. Unlike SecuROM, which tends to only require one-time online activation, an always-on game is exactly what it sounds like. If you want to play a game, you must always be connected to the internet so their servers can continually authenticate that your game is genuine. Not only does it strike many as a violation of privacy, but hurts gamers who do not have consistent (or any) internet connection. While many developers search for further intensified methods of protecting their property, indies seem to slide in the opposite direction. Last year, Sos Sosowski did something unprecedented. He took his weird game McPixel and allowed The Pirate Bay to promote it on their front page. Although the site regularly features independent artists“ works, this was the first time a game had been given the spotlight. This is just the kind of event that would send a big developer into a panic. However, it was something that both Sosowski and The Pirate Bay officiated together. He wanted his game to be available to download from thousands of people who had never heard of it before. It“s true that he would have loved to get money for his game, but in a way, that“s exactly what promoting the game on a pirate site did. Instead of acting like pirates are evil beings, he embraced their inevitability. Instead of trying to come up with a convoluted (and expensive) scheme to thwart pirates, he invited them to simply enjoy his work. They took to it and downloaded the torrent thousands of times, but not before many donated some funds. There“s something about someone giving away their hard work that makes you appreciate it more, after all. The promotion is since long over but the torrent remains online. It would have been there without the developer“s consent, either way. More recently, Anodyne hit The Pirate Bay as well. The game got the same promotional treatment as McPixel and was actually uploaded by the developers. Analgesic Productions posted this comment on their torrent: “While I of course prefer if you bought Anodyne (as we worked a lot on it), I understand that not everyone is able to purchase it. I guess what's more important is that more people get to experience the game.” This is the same sentiment expressed by Sosowski a while ago. Just like McPixel, they also set up an easy page for people to purchase the game for any price, if they chose to. Any price is allowed, and of course, none whatsoever if people chose to pirate. But why would an indie developer of all people allow their games to be downloaded freely? Don“t they require the money from their games even more than a massive company? Yes, indie developers struggle off the meager funds most make. Some people get lucky and create immensely popular games like Minecraft or Super Meat Boy. Most of the time, though, they get nowhere close. Still, when you are a team of one or just a few, it is easier to see every aspect of the game. For small developers who have little to no money to promote their own games, torrents and otherwise free downloads are the easiest method. Of course, indie games are not the only pirated games out there. Despite the best efforts of big companies to secure their games, most of the means are cracked immediately or soon after launch. Each triumph in the piracy community over updated protection further angers developers/publishers, but the cycle will not end for a long time, if ever. That is, unless every game suddenly became free to play. However, considering how hard it is to maintain a thriving community for one, most companies will probably stick to more traditional means. Why aren“t big companies about to start embracing piracy as indies have? For one, piracy is basically deemed an illegal activity by media moguls. Explain it away all you want, but it certainly wouldn“t sound “right” for a big name to suggest players just pirate their games. However, with or without acceptance, people are going to keep on pirating games. As such, it seems that perhaps they would do better to loosen restrictions, as they aren“t making a dent in downloading habits anyway. With all that said, massive developers and publishers would probably prefer that the problem go away on its own than invest in expensive and fake-prohibitive anti-piracy measures. However, they“ll keep doing it as they have all convinced themselves it really makes a difference and doesn“t hurt their own consumers. In the future it seems likely that we will see many more indie developers show an acceptance of piracy“s inevitability. If nothing else, it advertises their games to people who may have never otherwise seen them before. Hopefully a few of those folks will show their appreciation by buying the titles they love as well. What do you think? Do companies have anything to gain or lose by embracing or fighting against piracy?
  10. Marcus Estrada

    Spore + SecuROM

    From the album: Marcus's Album