7 ms·
Nah it's about control. They want to kill piracy, mark my words what do you think Steam, denvuo, and other forms if account based drm are? They are going to b
by stuu99 5y ago
Nah it's about control. They want to kill piracy, mark my words what do you think Steam, denvuo, and other forms if account based drm are? They are going to build denuvo into the OS with future exe's so they can disable them like they got on consoles, aka if you mod or hack your Wii or xbox, new games force update the bios and communicate out over the wire to brick your machine if they detect modded console. They want to bring similar tech to the PC, windows 10 and window 11 is the beginning of trusted computing (you no longer own you pc) and honest plaintext binaries. They are changing how exe's function. UWP was a trial run. When you crack a UWP they only work on certain versions of windows.
https://www.theregister.com/2001/12/13/the_microsoft_secure_pc_ms/ https://www.theregister.com/2001/12/13/the_microsoft_secure_...
- hedgewitch 5y ago> Steam This is a bad example because Steam's DRM is notoriously terrible and even multiplayer games that use Steam's multiplayer services can be played entirely without Steam with a particular open-source emulator (granted they don't also have their own servers that you connect to, which is an entirely different issue). Windows 11 and TPM are definitely points towards most computing moving in the direction that Mac OS has. The thing to remember, though, is that most users don't actually care. They only care if your bog standard apps run.
- stuu99 5y ago>This is a bad example because Steam's DRM is notoriously terrible You don't grasp Valve and the industry has already won any game where the networking code has been pulled out already acts like DRM, any client-server app requiring username and login accounts, or has some piece of code living on some remote server, means you no longer own your own stuff. Valve and the rest of the computing industry is boiling you all slowly. AKA look at this list of games from crackwatch. https://old.reddit.com/r/CrackWatch/comments/p9ak4n/crack_watch_games/ https://old.reddit.com/r/CrackWatch/comments/p9ak4n/crack_wa... You'll notice more and more games are "online only". Diablo 3 is literally diablo 2 /w drm, they wanted to kill piracy. Starcraft remastered, and reforged require internet to play, that means we've lost the battle. The public has eaten up client-server back ended games. You don't get that the whole point was to monopolize their own products and kill the local infinitely copyable binaries PC games used to be coded as, AKA PRe steam 99% of games were complete you got singleplayer+multiplayer inside the same game. MMO's/F2P are literally just PC games with their multiplayer ripped out, don't think so? Listen to the ultima devs here, when Ultima online was successful, publishers and devs went over their entire PC game list to convert their local apps to client-server apps and stuck "MMO" on the front so they could steal PC games from the public. https://youtu.be/lnnsDi7Sxq0?t=1134 https://youtu.be/lnnsDi7Sxq0?t=1134 EA killed ultima 9 when the UO beta got massive interest, that lead to the death of PC games as local applications, the industry from then on there was a massive war to back end all PC games, they couldn't immediately do that to quake and urneal because we'd been treated too good with Warcraft 1-3, Descent 1-3, Quake 1-3, and build engine games like Duke 3d. The entire industry has always wanted to kill piracy and Ultima online gave the entire industry the go ahead once they realized that many of our fellow programmers and gamers were irrationally stupid beyond their wildest dreams. Anyone playing quake and Descent at the time fear the loss of dedicated servers and level editors which used to come with the games, we knew if Ultima online was successful that Publishers would want to back end every fucking PC game and that's the end of the personal computer and the return of IBM and mainframe computing. "Signed exe's" and trusted computing is the return of mainframe computing of the 60's in new bullshit language but I don't expect the mmo/steam generation to do anything but froth at the mouth. When they were the ones killing gaming and gave birth to microtransactions. You can't put MTX in diablo 1, warcraft 1-3, or starcraft 1 because they are local applications that run entirely from your pc. None of the code has been stolen out of the game carved back behind a user account and login requirement. Like with most PC games these days. We're losing gaming history and generation mmo is to blame for their general cluelessness of the evil of mainframe computing.
- hedgewitch 5y agoUmmm...more and more games are forcing you to be online during play because, in reality, that's what people want. People want their universal auction houses that connect with other players and feel more "alive." People want their Wonder Trades and other seemingly inane social features. Do all games need it (eg. the StarCraft and WarCraft III remasters)? No, but that has less to do with "ONLINE GAMES ARE EVIL" and more to do with them wanting to keep people firmly in the Battle.net ecosystem. There's an entire player retention strategy that goes into that that has nothing to do with piracy. Moreover, MMOs in general necessitate a central server. They're a completely different genre that is isolated from the fears you're expressing and, more to the point, they're not a particularly popular genre when compared to session-oriented competitive multiplayer games, so they're not actually why those games are forcing you to connect to a central server. The main thing you're missing when complaining about the "loss of dedicated servers" is that centralized services consolidate the userbase, allow them to programmatically split the userbase by region, and ensure that, as long as people are playing, they can always be found. But, more importantly, you're never locked out of the "populated" servers for an arbitrary amount of time because they're perpetually full, which has been a problem in a number of games with dedicated servers. Also, you have to remember that the games industry is approximately 5x larger (by revenue, probably more by userbase, especially considering the rise of f2p games and increasing prevalence of deep discounts) now than it was in 2000. What the majority wants inevitably changed because "the majority" changed purely by virtue of there are 5x+ more people with their own opinions. So, sure, things are changing and are moving away from self-hosting, but there are a lot of cultural factors (and undeniable conveniences) that have influenced it far more than "companies are evil and they just want to control us."
- stuu99 5y ago
- hedgewitch 5y ago> So we know the ability to have dedicated servers and in game server browser exists inside the engine. You can continue to spout conspiracy theories if you want, but the fact of the matter is that dedicated servers are a completely different archetype. If you connect to a server, your connection is retained until you disconnect, meaning that you are in the player pool until you disconnect, which means no one else can take your slot in the player pool until you disconnect. This worked when communities were smaller, but it's completely incompatible with having 100k+ people online at any one time. The server lists would be massive, especially in a game like Halo Infinite, where lobbies cap at 16. No one wants to deal with that. > Sigh, go listen to the post mortem devs of ultima online, as soon as UO beta was successful, Ultima 9 (the local app) was axed, for client-server ultima, aka "MMO's" are just back ended rpgs, they re not some different kind of game. Ultima IX was, from the ground up, awful. Not to mention, you're completely misrepresenting this. It's not like they killed Ultima IX and reused its code in Ultima Online. They're completely different games. And yes, MMOs are different. They literally have different mechanics. No Ultima game played like Ultima Online except Ultima Online. The entire appeal is that the entire userbase is all on one server. But, more importantly, at any given time, the servers are too complex to manage for individuals and, at the time that Ultima Online was released, it would have been literally impossible to run on the average desktop computer. A RasPi can barely manage 8 people on a Minecraft server. You think that your 1997 Pentium could have managed Ultima's server? Alternatively, look at Ryzom's open-source release. There are like four different interconnected servers. What average user is going to be able to adequately manage that for other users?