Monday, 11 March 2013

We Built This City on DRM: SimCity



It’s funny how history can repeat itself. Not quite a year ago Blizzard was weathering a storm of their own making for the launch of Diablo 3. Now EA is scrambling for the umbrella due to the abysmal launch of SimCity.

You’d think EA would have learned from the past. Both Ubisoft and Blizzard have received heavy criticism for their always online DRM, and EA have just joined the club. The launch week has seen long queue times to get onto a server after a faltering start filled with crashes and rollbacks.

Like Diablo 3, SimCity’s always online requirement has been heavily touted as a feature; with multiplayer elements making their first appearance in the series. Players can now choose to be neighbours on large over-world maps, allowing cities to interact with each other in new ways.

The option to play SimCity as a traditional solo experience is still there, however you now have to log into the game through Origin and remain online at all times. The game itself does do some calculations server side, taking some of the burden off your machine. But this can only really be seen as a feature for those running a PC from a decade ago. No doubt there will be a group of players in this bracket due to SimCity’s wide appeal. Realistically it’s an extra level off DRM protection to keep the pirates at bay.

And I would have no problem with that, if the game I bought on release day worked and was guaranteed to be playable after the servers are shut down. However EA clearly missed the former and completely refuse to commit to the latter. It’s worrying to see games moving in a direction where we are not only technically renting them from the publisher, but that the publisher reserves the right to shut down a game when it suits them.

Ubisoft has already backed down from this idea on a number of titles due to the bad publicity. So it will be interesting to see if EA and Blizzard try it again. There is scope for always online requirements to work in certain games (not in anything action heavy). But publishers need to realise that not all gamers have stable connections, and need to put consumers first with reliable servers and DRM removal at the end of the game’s shelf life.