Blizzard, EA, and apparently now Microsoft, too, have thrown their companies full-ahead into the age of Always-On DRM. In other words, you must always have a stable Internet connection and be communicating with their servers at all times in order to play their games in an effort to crack down on piracy. The issue of always-on DRM is one that has been long in coming with the industry having finally taken the leap and now making the worst fears of gamers a reality. So far we have seen massive server problems, delays, and stoppages preventing players who have purchased games like SimCity and Diablo 3 with their own hard-earned money from accessing these games. Games that could have easily been played without the need to be connected at all!
However, Shroud of the Avatar, just 35 hours away from finishing up it’s successful Kickstarter venture (for which I am a proud backer) is bucking the new trend. Bucking it, hitting it over the head with a chair, and throwing it completely out the window. The 5th update given during the Kickstarter campaign, only 3 days after it started, came right out and said they were listening to feedback and decided to make the Kickstarter version of the game DRM free and thus could be played completely off-line. 5 days later, the 10th update kicked it into high gear and is making, what I think, one of the greatest methods of handling gameplay I’ve ever heard.
You can play SotA in 4 completely different ways. Single-player Offline (SPOff), Single-Player Online (SPO), Friends-Play Online (FPO), and Open-Play Online (OPO).
Just like pretty much every single-player game ever made since the dawn of gaming, single-player offline is a DRM-free, completely offline version of the game. Your character is stored on your own computer, there are no micro-transactions, and the game is played entirely client-side, no internet connection needed. Any character you create will only be playable offline to prevent hacking or exploits to enter the online play, but you can still experience the full story.
Single-Player Online mode is a version of the game where once more you are the only player in the game. However, you connect to the server, receive content updates, and get to see any long term changes other gamers have made on the world. You play the game still entirely on your own, but it would be like a single-player MMO. This is like the instanced-solo dungeons that you see in games like Neverwinter, the original Guild Wars, or Star Trek Online. You see the effects of a changing game, can participate in the economy, but you don’t have to play along with anyone else.
Friends-Play Online is the multiplayer that we see cropping up in numerous games these days. In effect, it’s the same as SPO, but you see other players that you have already tagged as friends. It works as a limited online experience and is described as “For those who prefer the quieter game with friends or maybe for those who prefer a more focused role playing experience”.
And finally there is the method of playing that is most like the MMOs we have come to know today, Open-Play Online. In OPO, you will not be seeing everybody, but when you enter an area you will see other gamers that the server thinks you should see. Based on your own style of gameplay, you will see strangers, but strangers you might have a connection with. If you enjoy role-playing, you might find yourself surrounded by players who also enjoy role-playing. Or PvP. Or grouping. I take it you would have to fill out a small survey about your gaming style ahead of time, but even the complete strangers you’ll meet in Open-Play you’ll still have some sort of connection to.
Also, not only can you play Shroud of the Avatar in these 4 different ways, but you can switch between SPO, FPO, and OPO almost at-will while playing!
I don’t use this phrase often, but this is Revolutionary. Seriously.
Just imagine if a game like Diablo 3 had launched with this system in mind. For those without the greatest internet connections in the world, they could enjoy the game off-line, just like they did Diablo 2. Or, they could create an online character and play the game solo with benefits like the auction house, or only seeing other friends they have played with through Battle-Net, or a version of the game that randomly grouped like-minded and skilled gamers together. Then, if the Auction-House was only available to players who played the online versions, that would be reason enough to play online for most people and DRM would’ve just been an afterthought. Under that model, I really could’ve seen Diablo 3 being named game of the decade. As it stands now, I’ll never even touch Diablo 3. See the difference, Blizzard?!
Playing on Portalarium’s servers is now a choice that is in the gamers hands. A choice that discourages piracy, not through brute-force like EA does, but by giving tangible benefits to those that don’t pirate, playing with others and seeing the game change over time.
Instead of being treated like a criminal, SotA is going to treat gamers like guests into their world. When you empower the gamer and give us a voice, it’s not surprising at all to see the pledge number edging ever closer to $1,500,000. Through this simple action, Portalarium, and Garriott himself, has shown that he wants to work with us gamers, not against us, to make the best gaming experience possible for everyone.