[Article first published as Diablo III and "Always On" DRM on
Blogcritics.]
Over time, publishers have resorted to multiple methods of
enforcing digital rights management (DRM) on many forms of media, but it
started with games. Of course this had its humble beginnings in software
keys, but some games had some fun with it. The very old Monty
Python’s Flying Circus game for example (yeah, it existed) was DRM
equipped way back in 1990, where to begin my quest I had to correctly identify
a brick of cheese based on a list provided with the game. LucasArts had a
similar system with the Monkey Island series of games in the
1990’s, having the user match up three sections of the included “dial-a-pirate”
and enter the corresponding code (earlier titles also featured DRM).
But of course soon a bunch of companies dropped the gamification of DRM methods
(for lack of a better term) and started going the more straightforward route. More recently Ubisoft led the charge
with their hated “always on” DRM system – meaning that even if you wanted to
play one of their single player games, the game still had to check in with
Ubisoft servers to make sure your copy was legit. Internet not
working? Well that sucks for you, Chuckles, because neither is
your game.
The reason I bring this up is due to the number of users
having always on issues with the still-fresh-out-of-the-oven release of Diablo
III – including myself. Last night I joined a game with a few
friends and we started chugging along the first questline for the Skeleton
King. As we were just getting to the final dungeon for that quest, my
friends started dropping out of the game one by one, until, while exploring the
dungeons, enemies stopped chasing me and I realized something was wrong before
I got the boot. Trying to log in several times after this I was greeted
with multiple errors that all pointed to the Diablo servers
being down, from authentication issues to being unable to connect to the
servers to a message that flat out told me the server was unavailable. So
now what? With the servers being down, logic would dictate that I could
no longer play a group game with my friends. Sure, makes sense. But
the real issue to me was that I couldn’t even play alone. Without being
able to connect to Blizzard servers, I couldn’t even see my character
list. This happens in Blizzard’s MMO World of Warcraft as
well when I can’t connect, but I have no problem with that. The point of
an MMO is that the game is based online. So what the hell is
this MMO feature doing in my single-player game?
This was never an
issue with Diablo II. My copy was registered to me and
if anyone else that wasn’t me tried to get onto battle.net they simply wouldn’t
be allowed. I had the freedom to play the single player campaign which
gave me randomly generated maps every time through, let me pause the game if I
had to step away from the computer, and most importantly, play it
whenever the hell I wanted. And if I had the desire to play
with friends, which I did frequently, we would simply start a LAN game or get
on open battle.net and go to town. Or play my separate battle.net characters.
So why on earth would they change stuff up now?
Last August, Blizzard’s VP of Online Technologies Robert Bridenbecker sat down with MTV to discuss the always on
issue and said the following: "Internally I don't think [DRM]
ever actually came up when we talked about how we want connections to operate.
Things that came up were always around the feature-set, the sanctity of the
actual game systems like your characters. You're guaranteeing that there are no
hacks, no dupes. All of these things were points of discussion, but the whole
copy protection, piracy thing, that's not really entering into why we want to do
it. I'm a huge purveyor of online sites and from my standpoint, I don't look at
DRM solutions and go, 'Wow, those are awesome.' I look at those and say, 'Wow,
those kind of suck.' But if there's a compelling reason for you to have that
online connectivity that enhances the gameplay, that doesn't suck. That's
awesome."
Diablo III Senior Producer Alex Mayberry also
cited World of Warcraft as evidence of this being the
direction gaming is going, but as I mentioned I don’t see how comparing a game
with single player component to an MMO that has no single
player components is valid. I still think the shortcomings outweigh the
benefits. Sure, I understand that in Diablo II, since the
characters were stored on my computer, I could lose my character in a computer crash
or alter and create characters and equipment out of game. But I
could still play whenever the hell I wanted. And Diablo III now
has a battletag system for communication and stores characters safe and sound
on their servers. But I still can’t play whenever the hell I
want. Worthless account-wide achievements so players can show
off? Sweet! But I still can’t play whenever the hell I
want.
You sensing a theme yet?
In addition to that glaring shortcoming, what happens to
“hardcore” mode characters? When a disconnect happens or you log off or
even if you join someone else’s game, you still take 10 seconds worth of damage
from anything you happen to be around. In regular mode that may not be
too big of an issue but if your internet drops in hardcore mode, you could in
theory be waving bye bye to that character forever.
Even if, as Mr. Bridenbecker says, that the always connected
systems were built around features and not with DRM in mind, I’m sure other
publishers who are watching this topic will be taking it the other
direction. They’ll look at Diablo III, which is still going
to be wildly successful and sell nothing less than a ridiculous amount of
copies, and more importantly how they did it all with an always on DRM
methodology. It’s what makes publishers drool dollar signs and lawyers
thankful that they’re on retainer. It may inspire other publishers to
make this the standard, locking out single player modes and ultimately turn
gaming into a type of enterprise-grade software as a service that my colleagues
and I have to deal with in IT. This in turn would act as a deterrent to
piracy, sure, but could also end up actively working against consumers.
Some people travel a lot. Some people don't have access to super
high speed internet connections. And with rumored methods of blocking
used games in next-gen consoles, I shudder to think what the combination of
both would be, as well as the eventual spread to other forms of media like
movies and television. It could set a horrifying anti-consumer precedent.
Bottom line – with the exception of MMOs, players shouldn’t
be locked out of single-player content. Period. Ever. It is
sad because Diablo III is otherwise a very well put-together
game with far more polished mechanics than its predecessors. But
unfortunately, its “always on” methodology strikes me something ill, and it’s
still a single player game I can’t play whenever the hell I want.