(about
http://www.cracked.com/blog/5-reason…noying-future/)
To me, that's not humorous at all, but instead very serious. And yes,
…
I believe that this article's title is dead right.
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I believe that's true. D3 is a glimpse into the future.
Yes some parts of this article are probably giving an idea of future of Video Gaming, but Blizzard can't be the model but for the very big companies.
A Steam like model is clearly more the model of future and I think EA is agree with me on that when I look at their client cloned from Steam client.
Around 2006 on some music forums I whine that there was missing an online store for selling very small labels albums and the best would be to allow listen freely and buy the physical copy and at same time get instantly the digital version without to wait for the delivery of the physical package.
The second point wasn't in my wish list but the point is in the digital version of a music album you already have the core of the music artist work, the package, the vinyl, the CD or cassette are totally secondary stuff, more symbols and often quite far from artist core creation, the music.
Bandcamp isn't yet the standard but it's rising and some indie PC/Mac game developers could have contribute a lot to increase its popularity.
Sure the future announced by this article is unpleasant but on some points it's certainly an evil necessity and a logical progression. What we need is Gamecamp.
The problem is more complex than Bandcamp but not sure it's really impossible. Copied from Bandcamp here some suggested key points:
- No game selected on their quality (ie No Steam selective approach).
- No game rejected for legal suspicion, that should be fully endorsed by the developers/editors (ie No Apple frightened and authoritarian attitude)
- No game rejected for moral suspicion, that should be fully endorsed by the developers/editors (ie No Apple frightened and authoritarian attitude)
- No endorsement about bugs, lack of support or updates, it's full responsibility of developers/editors.
- All type of organization accepted, Freeware non commercial games accepted, Totally independent developers accepted, mid size video game companies and even multinational video game accepted if they ever want.
- No front store management, up to developers and editors to manage their com. This is for a neutral position of the store, and most probably to save a lot of cost.
This mixed with some other key points copied from Steam for the non mandatory DRM support :
- Online client control at launch if the computer is online, frequent refresh of control data to bother pirating.
- If computer not online, no online control for a very long time (not sure the time limit for Steam, one or two month seems fine).
- Easy DRM API to use in a game.
- Allow games not use any DRM.
You have the starting key points now you just need make it concrete and in some years make billions of it, well after 24/24h 7/7 day of work.
PS: I don't hide, I dropped myself my old account, sort of auto bane function.