I've just been looking at the feature list for the newly released Games for Windows Live 3.0 and to be honest i've become rather concerned. I do like that a unified system on the PC is finally beginning to rival steam in terms of features which will hopefully make them pick up their act and create an improved service in the future, but there's one feature that stood out like a sore thumb:
Now, we all know that piracy on the PC is a pretty big problem and developers and publishers are trying any method they can to snuff it out, but this measure has worried me more than online authentication or a limited number of activations. Why this? Because it'll also decimate the second hand market for the PC if it becomes common place. People won't want to buy a game that has its online functionality permanently locked to the original owner and in turn the original owner won't want to hand their Live account over to the next owner of the game.
Now to my point regarding consoles, doesn't this also mean that the same form of protection could easily be implemented on the 360? As GFWL and Xbox Live are based around a similar (near identical as far as i know) architecture, what's stopping them introducing it 'over here' too? Many publishers view the second hand market as a similar beast to piracy, all each does is take away from their profits, so i can see them being very eager to implement it if it is indeed possible.
Kind of a random rant there, not much of a point to it, i'm just concerned to see something that has only been an issue on the PC side of things beginning to crop up on services that were originally created for the consoles. The line between the two seems to be becoming thinner every year
Should we be worried, or am i being a ninny?
Server Side Authentication links the game license to your Gamertag. The advantage of this method is that it allows installation of the game onto any PC, anywhere — only you can access the LIVE service from the game. Server Side Authentication has no affect on offline play..
Now, we all know that piracy on the PC is a pretty big problem and developers and publishers are trying any method they can to snuff it out, but this measure has worried me more than online authentication or a limited number of activations. Why this? Because it'll also decimate the second hand market for the PC if it becomes common place. People won't want to buy a game that has its online functionality permanently locked to the original owner and in turn the original owner won't want to hand their Live account over to the next owner of the game.
Now to my point regarding consoles, doesn't this also mean that the same form of protection could easily be implemented on the 360? As GFWL and Xbox Live are based around a similar (near identical as far as i know) architecture, what's stopping them introducing it 'over here' too? Many publishers view the second hand market as a similar beast to piracy, all each does is take away from their profits, so i can see them being very eager to implement it if it is indeed possible.
Kind of a random rant there, not much of a point to it, i'm just concerned to see something that has only been an issue on the PC side of things beginning to crop up on services that were originally created for the consoles. The line between the two seems to be becoming thinner every year
Should we be worried, or am i being a ninny?