I proudly present: The first Anti Game Usability Award 2008 (AGUA 2008)!
There is no judging panel or academy – it is just me, who gives away this prize. Why? Some games do not only deliver fun but also frustration due to bad interface design or other usability flaws. This prize is dedicated to the worst usability flaw or bug of 2008 and shall be an advice for game publishers and developers to do better in 2009.
The winner of this years AGUA is….SecuRom!
SecuRom is a CD / DVD copy protection product mainly used for windows-based computer games and was originally developed by Sony. SecuRom was one of the most controversial gaming topics in 2008 (and perhaps will be in 2009), because some functions of the software are similiar to malware and users were not always informed correctly that SecuRom was part of the product they bought. Some users reported also major technical issues with SecuRom. Most SecuRom versions force the customer to activate a game via internet to control the numbers of installations. Some versions were even cancelling the installation if the software detected a cd or dvd burning software on the system (Fallout 3). The discussion was amplified by a lot of popular games making use of the SecuRom protection like e.g. BioShock, Spore, Grand Theft Auto IV, Command & Conquer: Red Alert 3 and Sacred 2.
The official reason given by the industry for the use SecuRom is to fight piracy and to prevent games being sold second-hand. But even SecuRom cannot prevent the piracy of a product. Some people even claim that e.g. Spore`s piracy problem is the result of the SecuRom copy protection (Spore was the most shared game on peer-to-peer networks in 2008).
Here is an example of what you have to do, before you can play GTA IV on the PC (Source: www.gamestar.de):
- Licence contract must be accepted.
- The disk has to be in the drive while playing.
- Install SecuRom, DirectX, Microsoft .NET Framework, current service patches for Windows, Games for Windows Live, Adobe Flash and Rockstar`s Multiplayer Software “Social Club”.
- Create user accounts for Windows Live and Social Club.
- Activate the game via Internet.
- Enter 25-digit key.
Congratulations, installation complete
Luckily, I have the console version. So, just give a second – why is the pc market shrinking again? It seems like the gaming industry didn`t learn its lesson out of the DRM problems the music industry had.
There were many discussions going on game magazines and discussion boards wether the use of copy protection software like SecuRom has an impact on game reviews or not. Some magazines and reviews included the copy protection as one of the product`s features, others did not.
In my opinion, the user experience starts with unboxing your game and that`s why the SecuRom copy protection gets the first Anti Game Usability Award 2008. Congratulations!
Ubisoft`s Always-Online Copy Protection = User Experience Fail?
Mittwoch, 24. Februar 2010You remember how panda bears entered the dark future? Or the anti-usability award 2008? In case you`re not: It was all about the copy protection methods of publishers trying to get rid off the software piracy. We all know that it didn`t turn out the way it was intended: E.g., a lot of people who honestly bought games with the SecuRom copy protection could not play their games because some hardware or software issues came in between (remember the GTAIV PC version?!). Well, some publishers learned their lesson and now advertise their games with features like “Mass Effect 2 uses no SecuRom technology” (Source: Amazon.de).
On the other hand, there are still publishers who try to come up with a “better” DRM or copy protection method. One of these publishers is Ubisoft introducing their new always-online DRM for PC games with Assassin`s Creed 2 and The Settlers VII in the next weeks called Online Service Platform.
So what`s the deal? The idea behind the copy protection is easy: You have to be online to play. If you`re losing the online connection during play the game will pause automatically and only continue if you go back online. Even more, savegames will be stored online. Of course, there are some benefits like playing the game without disk or installing the game on every computer you want to. Sounds a lot like Valve`s Steam platform but Ubisoft is going a bit further with the need to be always online and not only at the start of the game.
From an user experience perspective this system might lead to some problems. Here are some of my thoughts:
1.) Not everyone is always online. Most hardcore gamers / heavy users have flatrates and are permanently online during play. But believe me: There are still (casual) gamers out there who play games on systems without a permanent online access. Suprisingly, they might even want to play on a laptop system while travelling.
2.) Wireless LAN is great fun if it works fine but due to the increasing growth of inner city networks and number of access points there is a real wireless network smog around. Depending on your hardware and the density of networks around your home it is not unlikely to lose your wireless lan connection for a few seconds until your signal is found again. These might be short breaks of only a few seconds but I cannot imagine some better killer of immersion and flow during gameplay than a pop-up message of the copy protection telling you that you lost your connection.
3.) Server accessibility. Well, even the best servers go down some time. Or your local provider has some connection issues. The consequence will be the same: You cannot access your singleplayer savegames. You cannot start your game. It`s already a bad issue if that happens to a game which is free to play. But it`s an epic fail if people pay 50 bucks for a game and cannot play the singleplayer campaign (!) because somewhere a server went down. I already experienced a Steam server downtime during a launch day. No fun at all, believe me.
4.) Longtime server availability. What happens if it turns out the game doesn`t sell well? Or people will stop playing it? Servers get shut down after a while and your game won`t be playable anymore. Of course, the publisher might fix this via patch – but there are enough cases of games which were abandoned completly.
5.) Legal customers are the ones who will suffer. It`s a general problem of every error-prone copy protection system: It`s the people who legally buy the game who will face the problems. It might be the software pirates hacking the copy protection who will be the ones facing less problems than the legal customers. It happened in the past and it might happen to Ubisoft`s system, too. If it does, it`s hard to explain to the legal customers.
Personally, as a former developer I am well aware of the software piracy problem on the PC gaming market and see the need for a copy protection system. What I don`t understand is to build a system based completly on the idea of being always online. Everyone`s personal internet connection is something neither the users nor Ubisoft can control and that`s why my guess is that this system won`t last long.
Tags:copy protection, DRM, piracy, ubisoft, user experience
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