Aurgelmir said:
Piracy isn't just harming us, it is also forcing the industries to change their ways.
But as long as companies are willing to view piracy as an actual market competitor they will start gaining more sales.
Sure they cant compete on price, but what are the other reasons for you to buy a legitimate product? Other than "Because its the legal/right thing to do"?
Hat off to you sir, for seeing the true problem of piracy. The way companies react to piracy will effect the end-user the most. The problem is truly that piracy ends up hurting the legitimate consumer more that the, uh "pirate".
Excellent, I think one thing PC games can do that pirated games can't do is offer integrated online services, all the bells and whistles and MORE that are normally seen with online multiplayer only bring them to the single player as well.
Now this is highly relevant to the controversial Ubisoft DRM, as everyone asks the obvious question "why would a single-player connection need - in terms of consumer needs - to be connected to the internet?"
Well, in the case of Assassin's Creed 2 and other recent games, I have to admit no, that online connection is FAR more of an impediment and benefit, but I see it as a missed opportunity to take full advantage of a "connected" online.
Singleplayer means precisley that, only a single player is the centre of the game and only their needs have to be catered for, that doesn't mean the game has to be designed, wound up and set to function entirely in isolation, with a game connected to developers servers there are whole new opportunities.
one area I am particularly interested in is server-side processing. Somewhat inspired by Onlive though I think that particular technology is doomed to fail as it cannot deliver both the quantity AND quality of data for high resolution and high framerate video with low latency.
However, take the video out of the loop, leave the video up to each users video card, it's the physics, the AI, the CODE of what is actually happening, that can be incredibly complicated but the data flow can be very low, kilobytes per second rather than gigabytes per second (that's raw pixel output for HD monitor at 60Hz). Send that off to the server, get it to figure out how a flag is supposed to blow in the wind, how a million tiny particles tumble and fall, then once those trajectories are mapped by a centralised, purpose built computer, send the data back to my PC for my video card to render it.
No compression, yet keep low latency and do what most home PCs and consoles find impossible.
And yeah, not limited to physics, what about the AI, imagine the type of AI you could get if you had a SUPER COMPUTER that the developers were constantly tweaking and could have had specially made to program for it.
Other things about integrated online singleplayer is how it can emphasise how even in single player your are part of a community, all connected to the same network, Valve have shown the way with Steam. Auto-save not just game position... but demos. And a small thing, a demo in this context is a data file that records everything that "happens" in a game, if a rocket is fired, there is code for that which is "announced" and the trajectory and all that is recorded and every other thing in the game.
It can be stored online for posterity to prove your feats, play them back and hell, even relive them. Access your best moments and kick back in at just the right point you want so you can try something new.
Sure, all of that is technically possible while offline, and I think it should be available off-line, but the advantage of online is all your gameplay can be VERIFIED, you can't cheat with the server watching (not easily). This means achievements can have much more value, hmmm, points mean prizes!