> There's nothing about the single-player gameplay that warrants requiring an internet connection.
If your goal is to get the achievements and even touch the Auction House for items [1], then yes, an online component is required. Diablo 1 and 2 had issues with client-side item duplication cheats. With server-side handling of item generation, that is no longer possible.
The only solution I can think of is letting players create entirely "single player only" characters, which will never be available online. Otherwise there's no (guaranteed) way to verify the save data hasn't been tampered with.
[1]: The Auction House dramatically amplify your statistics, as itemization is always behind your current level. So the idea is players ahead of you can sell items they find to the people behind them. Ultimately those ahead of everyone are not finding 'gear' for their level [2].
[2]: Okay, so "Inferno" mode is a "flat" curve where everything is technically your level, but the difficulty still ramps up, and item quality is still behind the curve.
> Diablo III is a bad example in that it's actually an online multiplayer game now. It didn't use to be, but I think it was planned all along.
Multiplayer has always been included with D3. And singleplayer mode still exists. But, let me add a different examples.
Doom Eternal's campaign can be played offline, but only after you've signed into your account.
Genshin Impact is online only, even though you can play it alone.
AFK Arena, a mobile singleplayer-only game, requires you to be online.
Crash Bandicoot 4, a singleplayer-only game, requires you to be online.
> That system applies only to online games.
I don't know a lot about the system, so you are likely right. But I have to ask, is there anything that restricts it to multiplayer online games only - aside from the current policy?
I'm not saying players in general don't want those features. I'm saying companies are taking advantage of that fact in order to require connectivity.
I never played Diablo 3 (because it's online-only) so I honestly don't know if the auction house is available on single player or not, but I'm going to assume that it is. OK. What if I have no interest in the auction house? What if I'm somewhat interested in it, but would much rather not be forced to connect to any service in order to play and consider not using the auction house a fair trade? It would be trivial to design the game so that it only connects when you try to use the auction house and to remain offline otherwise. In fact such an implementation is much simpler than to arbitrarily move critical components of the game onto a remote server. The only reason to do that for an optionally single player game is copy protection.
So yes, people nowadays expect online features, but this is a fact that's convenient for companies. And no, it's not a conspiracy. A conspiracy is an agreement between parties to perform an illicit act. What we have here is various separate parties independently converging on the idea that eroding private property rights (namely, your ability to play the games you bought unimpeded by any external factors) ensures future profits. If you haven't seen it, I recommend Ross Scott's series on dead games, to see how destructive this practice is.
>> SimCity depends on EA/Maxis' server infrastructure for a great deal of storage and computation related to the macro-scale components of each game.
The problem is that most people's perception is that it really doesn't need to, that the core engine could have been implemented to run entirely locally and the online-only features would be optional.
It's all well and good if the game has social features or other enhancements that are only enabled if you are online. But could the game have been implemented such that the core single-player gameplay is available without an internet connection?
Most people perceive the answer to that question to be "yes". If the answer truly is yes, then implementation of the game in this way is DRM.
>> this is a primarily multiplayer game
If that's true, I'd say the one-star reviews are just as justified. This game was marketed as the continuation of a series that has been predominantly single-player. I'd say there's a reasonable expectation that the game should work without an internet connection. I wouldn't expect World of Warcraft to work without an internet connection, but I expect SimCity to. I wouldn't expect Dead Space 3's co-op to work without an internet connection, but I would expect the single-player campaign to work without one, and it does.
I was looking forward to Diablo 3 until I heard I needed to be online to play the single player.
I generally dislike multiplayer in games and only really play single player games. I don't have much interest in multiplayer games at all really - I find other players ruin my experience and wreak the immersion. The only games I like to play multiplayer now are Minecraft and Terraria. I do occasionally play first person shooters multiplayer, but its fairly rare. In fact, the last few times it was two player split-screen modern warfare with someone who was sitting beside me.
So it should be obvious that I have nothing to gain from requiring a constant internet connection. I saw somewhere that Blizzard were saying they are requiring this so you can migrate characters between single and multiplayer without the risk of players cheating - this is just not a use case for me at all because I will never migrate my single player character to multiplayer. I'd much rather have an option to make a single player only character that doesn't require constant internet.
So besides not wanting or needing that feature, why else do I not want to be forced to be online all the time? I don't usually play games on a laptop while traveling, so that doesn't apply to me, but while I do have reasonably fast internet, over the past year I have had random disconnections (mostly due to issues with wifi, including wireless adapter breaking and wireless interference) and the occasional outage. Usually when my internet isn't working, since I use it for work, I will fire up a game for a little while until the internet is working again or until I feel like fixing it. I've already been bitten by steam a few times so I now default to leaving it in offline mode, only going online when I want to check for updates or buy/install a game. In the past three months, I've been irritated more than a handful times that I couldn't play certain games because I didn't have an internet connection for whatever reason. While this alone wouldn't put me off buying a game, coupled with my overall distaste for multiplayer, I don't see why I should have to pay (in frustration) for being online when I play a single player game.
So, for those reasons, I will never buy Diablo 3, even though I was looking forward to it.
I think stuu99 is off-base in several of their points, but there's no denying that certain games have been online'd purely as a means of copy protection. Diablo 3 is a great example. It's a game that's perfectly enjoyable in single player, but they specifically moved parts off onto a remote server to prevent you from giving copies to your friends. They could have just as easily (in fact, probably more so) put everything the single player mode needs in the executable and required a login for multiplayer, as was done for Diablo 2, but they didn't. Even if you have no intention of playing online, you don't have option not to connect to Blizzard.
You can implement those features and keep an offline-capable single player mode. Just allow characters to be offline-only at the time of character creation. I've never been interested in the online parts of Diablo, and I've skipped this game because of that.
> Almost everything requires a server connection and they can require you to upgrade to play.
This is overstating the (very real) problem. While there are certainly classes of games for which this is true, the majority of games work totally fine offline forever.
Your example, Overwatch, is an online-only multiplayer game. Yes, it's bad you bought a disk that's now just a coaster. But, I don't think it's representative of the vast number of single-player games for which servers don't even exist. There are certainly single-player exceptions (GTA V, the recent Hitman trilogy, etc), but.
There's also a set of PC games from the early aughts that depended on the now-defunct Gamespy servers to run. There's a fairly complete list here (https://old.reddit.com/r/Games/comments/22fz75/list_of_games...). While that's certainly not 0, it still doesn't strike me as "almost everything".
Also worth noting that I'm not defending these systems - just nothing that it's not as bad as you make it out to be.
Well, I understand why they did what they did. It joins a category of games like Diablo 3, where the basic value proposition for the purchaser is fundamentally single player, but the value proposition for the developer follows all the network-effect-leveraging growth-dependent online product tropes. Diablo 3 is especially starkly obvious: the auction house is where Blizzard makes its money post-sale, so they want people playing online. They think it will be better for players in the long run if they are involved in the social and online elements, and they might even be right, but they correctly surmise that unless they force people to be online, people will choose the easy route and play single player.
I don't particularly think they are wrong. For example, after a while, the ridiculous ease of obtaining hacked items ruined single-player for me -- it would be more fun I'm sure to have to work for everything, but I don't have the willpower or incentive to do that unless it's forced on me.
Look at Minecraft. There are multi-hundred player online servers that do great business by providing a persistent world where people have to work for things, making their money by giving diamonds and perks to donors. Not many people play single-player religiously. It's fun for a while, but the main demographic that plays offline is almost certainly the hopeless creatives. (And there's a lot more people who are into competitive/cooperative rat races than are endowed with both a self-motivating sense of design and a bunch of free time.)
"But it's not a DRM issue any more than the fact that WoW, EverQuest, Second Life or many other games cannot be played without being online. To label it as a DRM issue is disingenuous."
I disagree with this. EQ and WoW are fundamentally multi-player games. Without multiple players, the game ceases to be anything special. In both cases, there is extensive content that you cannot complete without large raiding teams.
The Diablo series however has always been a single-player game with an added multiplayer component. You don't need teammates to access any of the content, and you never have. A large portion of players play the entire game alone, which is something you could never even hope for in EQ or WoW.
I think a more apt comparison would be to something like Borderlands, which is a single-player game that can be played cooperatively with friends.
> If it was a single player game we wouldn't be having these issues... because it wouldn't need server capacity to play, which is nothing to do with DRM. It could still have always-on DRM.
Well, if the players still had to be connected to the servers (always-on) to play, maybe the same problems would arise even though the players wouldn't be interacting.
The strange aspect of this is that their infrastructure seems to be static. In this modern age of cloud computing, why not make the number of game servers elastic? That would bring safety to them and savings by reducing the number of idling servers when demand is low.
It's essentially the Ubisoft Route (Assassins Creed 2 et al) that everybody was incredibly critical of, and they actually removed it by now.
But when golden boy Blizzard pulls shit like that, suddenly everybody is like "Awwww, yeah Diablo!" and I see only few criticisms about the always-online system. (compared to Ubisoft)
One of the reasons I heard for the missing offline single player was "Cheating vs. Real Money Auctionhouse". This seems fallacious to me. Just provide an offline mode that is completely separate from the online part and also separate from the Auctionhouse.
I have said this in a few places now, but this is my fundamental problem with this petition. The front page is horribly written to actually convey the problem (I should not be required to go to the FAQ to get a basic understanding) and then the FAQ is arguing for 2 very different things.
On The Crew (which I have not played) if there is truly a single player component that does not rely on any server side systems, than I agree. Online DRM should not exist.
However the OP used "Many of today's GaaS are single-player games that have no business at all being online-only" which a single player game is not a GaaS. Those 2 things cannot be the same.
The problem is the FAQ tries to make claims about truly online games and how those also should somehow be preserved, which is a very complex problem.
So to be clear, I fully agree that if it is truly a single player game than yes that should be able to be played without an online connection. However the OP and this website is conflating 2 massively different things and makes standing behind it impossible.
>Frustratingly, despite a large portion of the game being doable in singleplayer, The Crew remained an online-only endeavour throughout its decade-long lifespan.
This is the part which is most relevant and a reason to stay clear of "online only" releases if your main interest is single-player.
Right, because I said "multiplayer", obviously I meant "multiplayer over the internet".
Multiplayer would work by letting you connect however you want.
> you're asking vendors to potentially do some pretty major re-architecting.
From a game architecture perspective, there is no difference between connecting to someone else over the internet, and connecting to someone else over a LAN. As far as the networking stack is concerned, the difference is that in the second case, you're most likely using IP addresses that are reserved for non-internet use.
But wait, there's more!
> How else would online multiplayer work?
You could just... NOT require a registration when connecting to the internet. Remember what I said about requiring a serial number? Try thinking of a more iconic, prototypical example of DRM.
> GOG's games are entirely DRM-Free for single-player and local multiplayer.
Thank you for actually answering my question. Knowing what its reliance on for the servers is an important part of this discussion.
In that case, I agree with the fact that the single player component should be made playable without needing to be online.
However I from what I can tell the person who has made the site also has pushed back against entirely online games and GaaS, which eventually shut down.
I stand by my opinion here that we are looking at a campaign that is talking about 2 massively different issues, trying to address them with the same thing.
The answer to this problem is simple, stop making actual single player games that require a constant internet connection.
Any talk about multiplayer games, MMO's, etc (in the FAQ) is making this entire discussion confusing and that is a very different problem to single player games being inaccessible.
> It's either online multiplayer or it isn't, there's not really an in-between
Except there is - have you played recent games like Watch_Dogs 1 or 2? Your single player gaming is interrupted/sprinkled in with online events. And it works really nicely sometimes. You'll go to start a single player mission, but someone is hacking you, so you have to stop them first.
If your goal is to get the achievements and even touch the Auction House for items [1], then yes, an online component is required. Diablo 1 and 2 had issues with client-side item duplication cheats. With server-side handling of item generation, that is no longer possible.
The only solution I can think of is letting players create entirely "single player only" characters, which will never be available online. Otherwise there's no (guaranteed) way to verify the save data hasn't been tampered with.
[1]: The Auction House dramatically amplify your statistics, as itemization is always behind your current level. So the idea is players ahead of you can sell items they find to the people behind them. Ultimately those ahead of everyone are not finding 'gear' for their level [2].
[2]: Okay, so "Inferno" mode is a "flat" curve where everything is technically your level, but the difficulty still ramps up, and item quality is still behind the curve.
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