Generally speaking, the future of gaming is digital and
online-connected. I, for one, am largely in support of much of this, as I
quite enjoy the benefit of, say, being able to easily bring all of my
handheld games with me wherever I go or easily download my collection of
PC games without ever looking for a disc or CD key. The rare instance
when I'm without Internet or the long wait for the My Games section of
the Xbox 360 dashboard to load aside, I'm a fan of all this digital
business. However, on occasion there are things which cause me to wonder
if it's all worth it and make me hesitant to debate anyone who is
averse to becoming excited about the direction the industry is headed.
Take Dragon Quest X,
for instance. Unlike previous games in the series, it is an MMORPG and,
as such, it requires an online connection (and carries a subscription
fee, at least in Japan) for all but a few hours.
The decision to take a previously single-player-centric series into the
MMO space -- a move Final Fantasy has made twice, first with XI and then with XIV
-- will continue to be talked about. Personally I'm indifferent to the
move as I don't have any particular affection for the series beyond
being a casual fan.
What becomes troubling about DQX is today's news that players' characters can be deleted
if they are not logged into at least once every three months. This
won't present a problem for those who routinely play the game. Those who
do not, or anyone who decides to take a break from the game for a
while, will have to face the looming threat of possibly losing their
characters. Having lost numerous Diablo II
characters a decade ago to the occasional break I would take or simply
because I had too many accounts to manage, I know how frustrating it can
be to essentially lose a save game as a result of becoming busy with
something else.
However, it was more understandable for that to be happening with a game
in the early 2000s that I played online for free. DQX is being released
in 2012 and carries a subscription. It should be doing what it can to
ensure players come back if they leave the game for a period of time,
not potentially forcing them to start over from scratch if they take a
break for a few months during a college semester or after having a baby.
Ubisoft's maligned Uplay DRM has been a source of many complaints, and even when working as intended
it (and services like it) could be included in this story. What's even
worse is that a major security issue with a small browser plugin Uplay
installs was discovered last week that posed a serious risk for those with certain Ubisoft PC games installed. This ended up being blamed on a "coding error," as opposed to the initial suggestion that Ubisoft was discreetly installing a rootkit on users' computers.
The problem itself was resolved quickly enough, although one has to
wonder what might have happened if the exploit were discovered by
someone who did not share it in a public forum. What if this information
had only been shared among ne'er-do-wells and Ubisoft was unable to
release a fix before the damage had been done? While it could be argued
that DRM does no good in the first place, what's undeniable is that it's
unfair for legitimate consumers to be hassled with DRM restrictions and
potentially subjected to an exploit like this -- only pirates who
circumvented Uplay would have been safe. Hopefully this instance will
help to prevent something like it from ever happening again, though the
continued widespread use of DRM itself won't be of any assistance in
that regard.
Even the service whose DRM is most widely accepted by gamers, Steam, has
me somewhat concerned. Last week Valve updated the Steam Subscriber
Agreement all users of the service are required to agree to. The most
noteworthy of these changes fell in line with a trend we saw established
last year by Sony, Electronic Arts, and Microsoft
in prohibiting class-action lawsuits against the company. That means
that, unless this sort of clause is deemed illegal (which it may already
have been, depending upon where you live), you would not be able to
join up with others to sue Valve.
While Valve was fairly forthcoming
about this change and was plenty happy to list the benefits of it for
gamers -- Valve will foot your legal bill if you have a legitimate claim
-- it fails to highlight one key point about updating the agreement.
Should you object to these (or presumably any future) revisions, you'll
lose access to your account and your games. You won't be entitled to a
refund, and you won't be able to regain access to your account if you
have it deactivated.
While it would seem there's no reason you couldn't simply hold off on
agreeing to an updated SSA rather than deactivating your account, it
doesn't change the fact that there is no permanent way to access Steam
games without accepting the terms of the most recent agreement.
As someone who relies on Steam almost exclusively for PC games (I'd have
to go back many years to come up with more than a handful of
non-Blizzard games I purchased outside of Steam), this is worrying. Not
enough to get me to suddenly abandon making Steam my go-to place for
computer games, maybe, but next time I'm faced with the prospect of
buying a PC game from elsewhere I might not find it so objectionable.
Others, however, could take this as yet another reason to bemoan digital
games and avoid using services like Steam.
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