Ugh. I deserved this response. After rereading my last post before I put it up I was just about sure someone would bring this up.CriticKitten said:Except that the game already had a single-player mode (being primarily a single-player game and all), and the announcement that they were going with an "always-on" system was made quite recently. So they had to, at some point, decide to add the always-on system....and I rather doubt that it was planned to be added from the beginning, as they would have been upfront with the decision back then, instead of popping it out now, both because it's years after development was first announced, and also because, judging from the unwillingness to give a release date, it's very likely that it'll be a year or so before the game's release. It's rather obvious, given that timeline, that the decision to use "always-on" DRM was made AFTER development had already begun. As such, we shall have to assume that they chose to pursue this route after development had already started on the game, seeing as how the timeline suggests it to be true and no evidence exists to the contrary, and the conversation should be based upon that assumption.Jaime_Wolf said:-snip-
It's obviously not coincidence that the announcement of "always-on" DRM came just before the discussion of how the auction house would function. Indeed, they had to explain how they intended to make a working auction house in which they received partial kickbacks if the game was going to contain features that its predecessors had, such as an offline single-player, LAN play, and closed Battle.net play.
So while you're essentially what you're suggesting is that it would be harder for them to create an offline single-player than simply "ticking a box", what you SHOULD be considering is the inverse: it is FAR more difficult to create this system that they recently decided to pursue, and it runs contrary to the primary function of the game itself. Yet they did it anyways. Why? Money. There is no other reason to invest far more resources into a system that far fewer of their customers would appreciate. This is a very clear and conscious decision to go against the consumer in favor of adding to their own wallets.
It's the same with SC2's lack of LAN functionality: they have had working LAN functionality for years. The previous game had it, and they have a working LAN model specifically for private tournament play. They simply chose not to add it to the game. Why? They wanted to push online play.
I would explain in further detail, but I think Dexter111 has done it far more eloquently than I could have.
My post was badly organised, the chain of logic I meant to suggest goes something like this:
(1) Farming and selling items on external sites is widespread and relatively common and there is absolutely nothing that can be done to prevent that.
(2) So give them a legitimate way to do it and make it safer, easier, and more reasonable. Since buying and selling these things already involved a cut going to the auction site, take that cut for the company that's providing the game instead.
(3) But making a legitimate way to buy and sell these items means that you have to prevent the sale of illegitimate items (since you can't guarantee quality or persistence of these items).
(4) A client-server architecture is a relatively robust solution to this problem. A well-designed system with this architecture is much harder to cheat and makes it much easier to reverse any such cheating.
(5) Once you have a client-server architecture, it's very hard to add in any sort of offline single-player option (and doing something relatively straightfoward and easy like emulating the server's calculations on the user's computer would make it easier to see its internal workings, making it easier to discover exploits online).
Also, my other point could probably be better put as: "Why are we complaining that this game requires that you be constantly online when we're fine with MMOs requiring a constant connection? Or even other games that run on separate instances online.". The answer is expectations - people expected it to be more similar to previous installments and design has changed from what they had initially been lead to expect. They're not doing anything new or weird or especially unethical, they're just doing things that are new or weird for the Diablo series.
They've never been particularly unclear that they want to make a multiplayer game and everyone is whining "but what about my single player?!". It's like the people complaining that TES doesn't have multiplayer. Sure, that would be fun, but they're under no obligation to provide you with multiplayer. Clearly, single player is just not a focus for this game. They aren't failing to make a good game, they're just failing to make the particular game that a certain segment of people want (which is where the sense of entitlement in all of this comes through).