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Archived from groups: comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.strategic (More info?)
"mrlg" <nospam@nospam.com> wrote in message
news:28ZGd.9818$C52.7629@newsread2.news.atl.earthlink.net...
> Brad Wardell wrote:
>>
>> Okay so from reading through the posts, the main issues with Steam seem
>> to boil down to:
>>
>> 1) It requires that it is always running to play their games.
>>
>> 2) In order to play the game, you have to have an Internet connection?
>>
>> 3) Even if you buy the game in the store, it still has to go through and
>> validate the files. You can't just install and play which means launch
>> days are problematic.
>>
>> 4) In order to install the game you have to have a net connection?
>>
>> I saw other things mentioned but these 3 things seem to be what is most
>> mentioned. If someone has a major beef I'm not listing here let me know.
>
>
> Being able to choose which patch you want to apply is
> important if the "latest" patch doesn't work as well
> as earlier ones on your particular computer. Steam
> doesn't let you choose. It always gets you the "latest."
> From what I've read, I don't think it lets you archive
> the patches separately from your game install.
That's a good point.
>
>
>> Right now, a user who buys say Galactic Civilizations at Best Buy can go
>> home and install it. They type in the serial # that comes with the game
>> at installation but they don't have to be on the net. If they want to
>> get *updates* to the game, then they download Stardock Central
>> (www.sdcentral.net), create a Stardock.net account and it'll show them
>> what updates are available using the existing serial # they typed in as
>> their ID.
>
> So if your gaming computer is not online, can you download
> patches onto a different computer and burn them to CDR or
> put them on a memory drive and feed them to your gaming
> computer later? Can you just log in at the Stardock
> website and download the patch? Or do you actually
> need to download and install Stardock software to
> get your patch and run it? (which would be an issue if
> you are using a computer at work for internet access)
Presently you can use the built in archiving to put it onto a CD to be put
onto another machine. We plan to keep it that way but I can see where Valve
is coming from in wanting to keep some loose idea of how many people are
using their games.
What we tend to do is look at game projects purely from a budgetary
aspect -- if the game is generating the expected or better revenue then
we're happy. We don't want to alienate customers with anything that
inconveniences them. But obviously, if you're not making your goals and you
see that hundreds of thousands of people are pirating your game, the
temptation to make those uesrs have to be validated to cut down on that
would be tempting.
I think there is a certain "critical mass" involved. That is, since
Stardock is smaller, people recognize that each sale of Galactic
Civilizations / TotalGaming.net makes a difference. And since we didn't put
any CD copy protection on GalCiv, I think people were more inclined to not
pirate it as a result. That sort of thinking (naive or not) I suspect falls
apart when you're selling millions of copies.
But from a business point of view, it's about competition. If consoles don't
hassle me to play but PCs do, then I'm more inclined to just buy the console
game. So PC games, to be competitive, can't inconvenience customers without
pretty solid reasoning. Hence this discussion.
We have guys that go around monitoring warez sites and what's on Kazaa or
Bit Torrent or whatever and so we have to make a conscious decision - how
many *real sales* is this keeping us from having? Is it worth potentially
angering paying customers? Thus far, the answer has been - no. Don't
inconvenience customers.
But there's obviously a slippery slope between where we're at -- no DRM at
all. And some horrific SafeDisc / Internet Activation combo. And so what do
people find objectionable and how will "copy protection" evolve as we go
into the future? Can you require that the person playing the game validate
their game via the Internet on the machine they're playing? I don't know.
We don't require that but I can definitely see why Valve or someone else
would want to do that.
Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II
Stardock - http://www.stardock.com
"mrlg" <nospam@nospam.com> wrote in message
news:28ZGd.9818$C52.7629@newsread2.news.atl.earthlink.net...
> Brad Wardell wrote:
>>
>> Okay so from reading through the posts, the main issues with Steam seem
>> to boil down to:
>>
>> 1) It requires that it is always running to play their games.
>>
>> 2) In order to play the game, you have to have an Internet connection?
>>
>> 3) Even if you buy the game in the store, it still has to go through and
>> validate the files. You can't just install and play which means launch
>> days are problematic.
>>
>> 4) In order to install the game you have to have a net connection?
>>
>> I saw other things mentioned but these 3 things seem to be what is most
>> mentioned. If someone has a major beef I'm not listing here let me know.
>
>
> Being able to choose which patch you want to apply is
> important if the "latest" patch doesn't work as well
> as earlier ones on your particular computer. Steam
> doesn't let you choose. It always gets you the "latest."
> From what I've read, I don't think it lets you archive
> the patches separately from your game install.
That's a good point.
>
>
>> Right now, a user who buys say Galactic Civilizations at Best Buy can go
>> home and install it. They type in the serial # that comes with the game
>> at installation but they don't have to be on the net. If they want to
>> get *updates* to the game, then they download Stardock Central
>> (www.sdcentral.net), create a Stardock.net account and it'll show them
>> what updates are available using the existing serial # they typed in as
>> their ID.
>
> So if your gaming computer is not online, can you download
> patches onto a different computer and burn them to CDR or
> put them on a memory drive and feed them to your gaming
> computer later? Can you just log in at the Stardock
> website and download the patch? Or do you actually
> need to download and install Stardock software to
> get your patch and run it? (which would be an issue if
> you are using a computer at work for internet access)
Presently you can use the built in archiving to put it onto a CD to be put
onto another machine. We plan to keep it that way but I can see where Valve
is coming from in wanting to keep some loose idea of how many people are
using their games.
What we tend to do is look at game projects purely from a budgetary
aspect -- if the game is generating the expected or better revenue then
we're happy. We don't want to alienate customers with anything that
inconveniences them. But obviously, if you're not making your goals and you
see that hundreds of thousands of people are pirating your game, the
temptation to make those uesrs have to be validated to cut down on that
would be tempting.
I think there is a certain "critical mass" involved. That is, since
Stardock is smaller, people recognize that each sale of Galactic
Civilizations / TotalGaming.net makes a difference. And since we didn't put
any CD copy protection on GalCiv, I think people were more inclined to not
pirate it as a result. That sort of thinking (naive or not) I suspect falls
apart when you're selling millions of copies.
But from a business point of view, it's about competition. If consoles don't
hassle me to play but PCs do, then I'm more inclined to just buy the console
game. So PC games, to be competitive, can't inconvenience customers without
pretty solid reasoning. Hence this discussion.
We have guys that go around monitoring warez sites and what's on Kazaa or
Bit Torrent or whatever and so we have to make a conscious decision - how
many *real sales* is this keeping us from having? Is it worth potentially
angering paying customers? Thus far, the answer has been - no. Don't
inconvenience customers.
But there's obviously a slippery slope between where we're at -- no DRM at
all. And some horrific SafeDisc / Internet Activation combo. And so what do
people find objectionable and how will "copy protection" evolve as we go
into the future? Can you require that the person playing the game validate
their game via the Internet on the machine they're playing? I don't know.
We don't require that but I can definitely see why Valve or someone else
would want to do that.
Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II
Stardock - http://www.stardock.com