<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
xmlns:wfw="http://wellformedweb.org/CommentAPI/">
<channel>
<title>Techdirt. Stories about &quot;ea&quot;</title>
<description>Easily digestible tech news...</description>
<link>http://www.techdirt.com/</link>
<language>en-us</language>
<image><title>Techdirt. Stories about &quot;ea&quot;</title><url>http://www.techdirt.com/images/td-88x31.gif</url><link>http://www.techdirt.com/</link></image>
<item>
<pubDate>Mon, 20 May 2013 05:46:09 PDT</pubDate>
<title>A New Hope: How Going Free To Play Brought Redemption To Star Wars MMO</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/blog/casestudies/articles/20130508/06065623001/new-hope-how-going-free-to-play-brought-redemption-to-star-wars-mmo.shtml</link>
<guid>http://www.techdirt.com/blog/casestudies/articles/20130508/06065623001/new-hope-how-going-free-to-play-brought-redemption-to-star-wars-mmo.shtml</guid>
<description><![CDATA[ <p>
You've heard the rumblings before. Free doesn't work. Or perhaps it was that free doesn't work for big time franchises. More specifically for video games, you may have heard that when a game goes from paid to free it's a sign that it's a dead game. The mantra persists, despite examples like <a href="http://www.techdirt.com/articles/20101008/11024711338/oh-look-by-making-lotr-free-online-revenue-shot-up.shtml">The Lord of the Rings</a> and <a href="http://www.techdirt.com/articles/20100331/1631278819.shtml">Dungeons &#038; Dragons</a> showing the exact opposite can be true, where going free results in a significant uptick in revenue. There is still this fear in the hearts of game producers and, as we all know, fear leads to doubt, doubt leads to anger, and anger leads to the dark side of gaming.
<br /><br />
Yet redemption can be had, if there is still good inside a game. The latest example of this is Star Wars: The Old Republic, an MMO that was once fee-based but is now free and <a href="http://mmopage.com/news/star-wars-the-old-republic-revenues-doubled-after-going-free-to-play">has realized massive revenue returns</a> as a result. EA Labels Emperor Frank Gibeau took time away from <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">misunderstanding</a> what DRM is to remark on the success of the new model.
<blockquote>
<i>&ldquo;Since it was induced in November, we&rsquo;ve added more than 1.7 million new players on the free model to the service,&rdquo; said Electronic Arts president of labels Frank Gibeau. &ldquo;And the number of subscriptions has stabilized at just under half a million.&rdquo;</i>
</blockquote>
<blockquote>
<i>&ldquo;The really interesting thing that&rsquo;s happening inside the service right now is monthly average revenue for the game has more than doubled since we introduced the free-to-play option. And as we look forward, we&rsquo;re going to continually invest in new content for the service and for players every six weeks or so.&rdquo;</i>
</blockquote>
Oh, look, you give your customers what they want at the prices they want it, build up a massive fan-base, and a years-old game still ends up putting money in EA's pockets. It's a shame they haven't tried a similar strategy with other EA games like SimCity, instead choosing to lock the game up tighter than Han Solo trapped in carbonite with an always-online requirement nobody wants.
<br /><br />
Still, it's nice to see that EA isn't above experimenting with better gaming business models, even if they did so in this case with an older game in which they had very little to lose. Here's hoping the company translates this success into a wider philosophy.
</p><br /><br /><a href="http://www.techdirt.com/blog/casestudies/articles/20130508/06065623001/new-hope-how-going-free-to-play-brought-redemption-to-star-wars-mmo.shtml">Permalink</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20130508/06065623001/new-hope-how-going-free-to-play-brought-redemption-to-star-wars-mmo.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20130508/06065623001/new-hope-how-going-free-to-play-brought-redemption-to-star-wars-mmo.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>the-light-side-of-the-force</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130508/06065623001</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 10 May 2013 04:11:46 PDT</pubDate>
<title>EA Says It's Going To Keep Using Manufacturers' Guns In Its Games -- It's Just Done Asking Permission</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130507/21473422998/ea-says-its-going-to-keep-using-manufacturers-guns-its-games-its-just-done-asking-permission.shtml</link>
<guid>http://www.techdirt.com/articles/20130507/21473422998/ea-says-its-going-to-keep-using-manufacturers-guns-its-games-its-just-done-asking-permission.shtml</guid>
<description><![CDATA[ <p>
Given the current climate surrounding guns, violent video games and all points where the two intersect, it's not surprising that a large developer like EA would attempt to distance itself from gun manufacturers.
<br /><br />
No, EA isn't going to stop making video games with real-life weapons in them. It's going to continue business as usual in that respect. <a href="http://www.reuters.com/article/2013/05/07/us-videogames-guns-idUSBRE9460U720130507?irpc=932" target="_blank">What it <i>is</i> going to do is stop licensing the weapons</a>.
<blockquote>
<i>[A]t least one game maker, the second largest by revenue in the United States, is publicly distancing itself from the gun industry, even as it finds ways to keep the branded guns in the games. Electronic Arts says it is severing its licensing ties to gun manufacturers - and simultaneously asserting that it has the right, and the intention, to continue to feature branded guns without a license.</i></blockquote>
A rep for EA says this decision has nothing to do with the NRA's immediate willingness to <a href="http://www.techdirt.com/articles/20121219/09124821437/nras-plan-if-we-blame-video-games-movies-sandy-hook-massacre-perhaps-people-will-stop-blaming-guns.shtml" target="_blank">lay the blame</a> for the Newtown shooting at the feet of violent video games. But that's a rather tough sell, especially considering the hard line EA is pursuing.
<br /><br />
Gun licensing for games has never been particularly lucrative for gun manufacturers, at least not in terms of licensing fees. Most agreements were felt to be mutually beneficial: game developers were able to craft authentic weapons and gun manufacturers received free advertising and the best kind of product placement -- right in the virtual hands of potential customers.
<br /><br />
Now, it seems the relationship has become mutually toxic.
<blockquote>
<i>"It gives publicity to the particular brand of gun being used in the video game," said Brad J. Bushman, a professor at Ohio State University who has studied video game violence. "On the other hand, it's linking that gun with violent and aggressive behavior."</i></blockquote>
Bushman's studies on video games and violent media have frequently resulted in <a href="http://www.techdirt.com/articles/20090318/0212264165.shtml" target="_blank">dubious conclusions</a> (to put it kindly), but if anyone's going to take him seriously, it's the NRA and gun manufacturers. What once looked like an ideal match now puts gun manufacturers' implicit endorsement of violent video games in a very unfavorable light.
<br /><br />
EA may be able to help them out with this. It's not going to give up using real world weapons in its games -- it's just going to stop asking permission.
<blockquote>
<i>"We're telling a story and we have a point of view," EA's President of Labels Frank Gibeau, who leads product development of EA's biggest franchises, said in an interview. "A book doesn't pay for saying the word 'Colt,' for example."</i>
<br /><br />
<i>Put another way, EA is asserting a constitutional free speech right to use trademarks without permission in its ever-more-realistic games.</i></blockquote>
EA is going to rely on fair use and it should have a fairly strong case. More promising is the fact that gun makers haven't been very litigious in the past. According to Reuters, a gun manufacturer has yet to sue a game developer over lack of proper licensing. However, the recently introduced friction between these two industries makes EA's new "license-free" stance a bit more combative that it would be otherwise.
<br /><br />
This approach almost appears to be EA throwing down the gauntlet and daring embattled gun manufacturers to wander back out into the public eye. There's no way gunmakers will look any better pursuing licensing fees or suing for breach of contract, and EA knows this. Once again, I'm not buying EA's "no harm, no foul" statement in reference to the NRA's recent attempt to toss video games under the bus.
<br /><br />
EA may have the upper hand at the moment, but Reuters mentions a pending lawsuit that could spell trouble in the future.
<blockquote>
<i>Aircraft maker Bell Helicopter, a unit of Textron Inc, has argued that Electronic Arts' depiction of its helicopters in "Battlefield" was beyond fair use and amounted to a trademark infringement. EA preemptively went to court, suing Bell Helicopter to settle the issue.</i></blockquote>
Should Bell prevail, EA may find gun makers willing to test the legal waters and attempt to pry EA's unlicensed guns from its cold, injunctioned fingers.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130507/21473422998/ea-says-its-going-to-keep-using-manufacturers-guns-its-games-its-just-done-asking-permission.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130507/21473422998/ea-says-its-going-to-keep-using-manufacturers-guns-its-games-its-just-done-asking-permission.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130507/21473422998/ea-says-its-going-to-keep-using-manufacturers-guns-its-games-its-just-done-asking-permission.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>somehow-I-think-the-NFL-won't-push-over-as-easily...</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130507/21473422998</wfw:commentRss>
</item>
<item>
<pubDate>Wed, 8 May 2013 05:34:31 PDT</pubDate>
<title>Will Wright Says SimCity Launch Was 'Inexcusable'</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml</link>
<guid>http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml</guid>
<description><![CDATA[ <p>
While we recently <a href="http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml">discussed</a> how EA's silence has managed to push the backlash over the SimCity launch debacle into the background, anyone at all familiar with the <a href="http://www.techdirt.com/blog/?tag=simcity">story</a> realizes what a complete botch it was. The initial backlash was bad enough, but it was made all the worse when company <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml">executive</a> after company <a href="http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml">executive</a> came out of the woodwork to excuse, obscure, and otherwise make misleading comments about the more egregious aspects of the launch failure. The most frustrating of these was the <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">insistence</a> that the online requirement for the game was in no way a form of DRM, it was a simply a matter of vision in core gameplay, and anyone confusing the two doesn't understand the gaming software business.
<br /><br />
You know who <i>does</i> know a great deal about that business, however? The creator of the Sim City franchise, and legend, Will Wright. And <a href="http://kotaku.com/simcitys-creator-calls-simcity-launch-inexcusable-493225797">when asked to comment about the latest iteration of the franchise</a>, which he didn't have a hand in, he spoke quite plainly.
<blockquote>
<i>"I feel bad for the team", he says. "I could have predicted - I kind of did predict there'd be a big backlash about the DRM stuff."</i></blockquote>
Yeah, that's Wright<i> </i>telling EA that they should have seen this coming. He goes on to say that he actually enjoys the game quite a bit, but adds in some fairly harsh words for the anti-customer method of the launch.
<blockquote>
<i>"That was basically inexcusable, that you charge somebody $60 for a game and they can't play it. I can understand the outrage. If I was a consumer buying the game and that happened to me, I'd feel the same."</i></blockquote>
To understand the gravity of a legend like Wright making these comments, it would be as if the leaders of the world went on a world tour telling you how great the entire planet was in every way and how you had only them to thank for it being so mega-awesome, all the while war, murder and famine occurred around you. Then, just as you were getting fed up with the lies and BS, whatever God you might believe in parted the heavens, poked his head through, and said, "Hey, not bad, but you guys kind of f%@#ed the whole thing up."
</p><br /><br /><a href="http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>from-god's-lips</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130507/12200522979</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 26 Apr 2013 07:19:00 PDT</pubDate>
<title>How EA's 'Silent Treatment' Pushed The SimCity Story Into The Background</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml</link>
<guid>http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml</guid>
<description><![CDATA[ <p>
The <a href="http://www.techdirt.com/search.php?q=simcity&#038;search=Search" target="_blank">SimCity debacle</a> that exploded all over the web in March has quietly faded into the background. EA's claims that the game was always meant to be a quasi-MMO and that servers were handling a majority of in-game calculations have become a lot less incendiary now that servers are handling the load competently. The outrage has faded, replaced with pockets of disgruntled users, most of whom are upset with <a href="http://www.pcgamer.com/2013/04/02/simcity-dlc-nissan-leaf/" target="_blank">advertising-as-DLC</a> and major updates that <a href="http://www.polygon.com/2013/4/23/4258654/simcity-players-report-new-bugs-with-patch-2-0" target="_blank">make the experience <i>worse</i></a>.
<br /><br />
Why did this fade so fast? One reason is the attention span of the web (heavily generalized, and I <i>am</i> including myself in this "web" group). With a million other things begging for attention, the flames sputter out and the pitchforks go dull. But there's more to this than the net's lack of focus. EA itself helped extinguish these fires by doing nothing more than shutting down its outgoing communication. John Walker at Rock, Paper, Shotgun <a href="http://www.rockpapershotgun.com/2013/04/22/the-power-of-silence-why-the-simcity-story-went-away/" target="_blank">dives into this "non-story" created by EA's PR team's decision to simply drop the discussion</a>.
<blockquote>
<i>When RPS first broke the story [that servers weren't handling most of the calculations], only a few other gaming sites picked up on it. It was a big story, unquestionably, so why was it left alone by so many? That breaks down into two parts. Firstly, and most importantly, the story was based on an anonymous source. We of course know who the source is, and verified it until we were very comfortable running the story. But that wasn&rsquo;t possible for other sites &ndash; they had the choice of running the story based on a &ldquo;rumour&rdquo; from RPS, or not at all. And that&rsquo;s understandable &ndash; repeating rumours is often the gaming press at its worst, and with no means to verify our story, repeating it could have been risky. It could easily have led to legal threats being thrown all over. Which brings us to the second part &ndash; they needed some sort of confirmation, or at the very least a response, from EA to offer &lsquo;balance&rsquo;.</i>
<br /><br />
<i>Not reporting the story couldn&rsquo;t be immediately dismissed as capitulation, being in the pocket of EA, cowardliness, etc. (Not that it excludes it, of course.) What most sites would have done was immediately fire off an email to EA and Maxis asking for them to provide comment. We, of course, had done the same. And here&rsquo;s where the power of silence played its first part.</i>
<br /><br />
<i>EA and Maxis simply ignored all those emails. Sites may have received a, &ldquo;We&rsquo;re waiting for a response,&rdquo; from their regional PRs, but that was it. And so if you&rsquo;re running GamePow.com, and you&rsquo;ve decided you can&rsquo;t run RPS&rsquo;s anonymously sourced story without giving EA a response, ta-da &ndash; no story on GamePow. And EA knows that.</i></blockquote>
EA's decision to go silent makes perfect sense. Anything it <i>had</i> said about SimCity's failings had been <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml" target="_blank">directly contradicted</a> by players' experiences. Anything that wasn't instantly refuted by modders poking around in the code was couched in <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml" target="_blank">spectacularly clueless</a> PR speak that gathered instant derision. At some point, EA wisely decided to cut its losses and simply freeze out the gaming press.
<br /><br />
When RPS attempted to get a response from EA on its debunked claim that its servers were doing most the calculations, the freeze set in. On March 12th (the day the story ran), Maxis claimed a response would be arriving "shortly." Another non-response about the pending response arrived the next day. Walker and RPS didn't hear from anyone at Maxis for the next four days.
<blockquote>
<i>Then on the 16th March, Maxis&rsquo; Senior Director of Worldwide Communications, Erik Reynolds, <a href="https://twitter.com/buzzspinner/status/313049244279898113" target="_blank">tweeted me out of the blue</a>.</i>
<br /><br />
<i>&ldquo;No response was my fault not UK PR folks or Maxis. Not a PR tactic, just had to unwind the complex issues and gather right info&rdquo;</i></blockquote>
Reynolds then tried to dodge making a statement by claiming EA didn't want to <a href="https://twitter.com/buzzspinner/status/313061857952927744" target="_blank">keep repeating the same information</a> it had been handing out since last year's Game Development Conference (where it claimed the internet connection would only be needed to boot the game, at which point players could take their games offline). Walker pointed out that EA's story had actually <a href="http://www.rockpapershotgun.com/2013/03/16/simcity-bosss-straight-answers-seem-pretty-wiggly/" target="_blank">changed <i>several times</i> since the GDC</a>. At this point, the Maxis spokesman shut down communication, apologizing for the lack of response, but never actually bothering to respond.
<br /><br />
EA/Maxis played it smart by simply refusing to comment on the stories. Once the (disastrous) PR efforts were shut down, all gaming sites could do was report their own observations without comment from the game's producers. Love or hate EA (most of us tend towards the latter), it realized something many entities that have tangled with the internet (and lost) haven't: if you don't give writers any ammo, they'll stop shooting.
<blockquote>
<i>Silence is a powerful weapon in the industry. The mad truth is, when it comes to gaming controversies, if you ignore it it will go away. This article is a fairly futile attempt to not let it, and to make sure our readers know that EA and Maxis never spoke to us, never responded to any of our questions, and never sent so much as a statement.</i></blockquote>
The corollary to the Streisand Effect is "the only way to win is not to play." Many entities fail to realize this. EA figured it out. All it had to do is sit back and let the internet entertain itself by pouncing on month's old statements and regurgitating the most recent missteps by the PR team. Many of those in the gaming journalism field still strive for accuracy and balance, but in doing so, they play right into the hands of recalcitrant developers and PR teams.
<blockquote>
<i>Silence is by far the most effective means of spreading silence. With a press so frequently under the spell of the belief that one must offer &lsquo;balance&rsquo; to report anything, stories will simply go unreported if one side refuses to comment.</i></blockquote>
This is why some sites have devolved into little more than dumping grounds for press releases. This is all some companies are willing to throw the public's way, a strategy that buries controversy and ensures a "united front" of "journalism" that skews in a favorable direction. Walker says he has written this article to point out how EA froze the press out and got away with it, turning an antagonistic situation into nothing more than internet background noise. It sold over a million copies of an intentionally broken game and is now using its lack of interaction to pave over the ugliness in its recent past. Allowing a company to gloss over its failures with a finger over its lips is unacceptable. Here's Walker's advice to game journalists who are used to seeking comments before going to press.
<blockquote>
<i>[Seeking comment] effectively boils down to asking for permission to run a negative story about a company. Journalists need to pull their heads out of their arses and start having the integrity to run stories they know to be valid, and then asking the corporation for comment.</i></blockquote>
This doesn't mean publishing every wild rumour and running irresponsible articles based on little more than hearsay. What this <i>does</i> mean is that journalists should be confident enough in their own efforts (and research) to run unfavorable pieces without feeling a confirmation from the subject's PR team is needed before the post can be considered valid.
<br /><br />
This is just as true with the non-gaming side of journalism. If the subject has refused to comment, state as much and move on. Silence is an effective weapon but it can be turned against those who wield it in hopes of muting criticism.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml">Permalink</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>PR-takes-the-Fifth</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130424/16513222825</wfw:commentRss>
</item>
<item>
<pubDate>Thu, 18 Apr 2013 08:44:54 PDT</pubDate>
<title>EA Shuts Down Social Media Games Without Refunding Money</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml</link>
<guid>http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml</guid>
<description><![CDATA[ <p>
Fresh off their victorious repeat of "Worst Company In America" Consumerist award, which the company brass explained away by <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml">reminding</a> us how killer-awesome they are, Electronic Arts is now taking steps to mend the wounds with their customers. And by mending the wounds I mean taking down more games on social media sites in which those customers have spent <a href="http://www.pcworld.com/article/2034664/eas-shuttered-facebook-games-a-cautionary-tale-for-online-only-play.html">real-world money for in-game currency</a>, without any promise for refunds. So it's less mending wounds and a little more tossing salt on them, I suppose. Per <a href="http://www.ea.com/news/maxis-an-update-on-facebook-titles">EA's blog</a>:
<blockquote>
<i>Today we are informing players of the difficult decision to retire some of our Facebook games: The Sims Social, SimCity Social and Pet Society. For players who have enjoyed our games, we will be making a special offer to introduce you to a PopCap game. You&rsquo;re a valued fan and we want to make sure you get a smooth transition to PopCap. More details about that offer will appear in-game soon.</i></blockquote>
Yup, those of you who bought currency for game X can either enjoy an offer for game Y, or else you can always have fun by pounding a bunch of sand. Now, it is true that game shutdowns were always a possibility, and perhaps even an inevitability, when it came to social media gaming, but there's a better response to be had from EA than offering store credit on games that the customer may not want at all, especially for a company in such dire need of even a dash of good PR. Still, there's a larger lesson to be learned here, and that lesson is you should run screaming from always-online requirements with every opportunity to do so. Per the original PC World article:
<blockquote>
<i>If you have no interest in Facebook gaming, these closures may not seem so tragic. But keep in mind that the push toward online-only games doesn't stop with Facebook or with massive multiplayer games that have always been susceptible to shutdowns. EA's SimCity requires a server connection, which has caused all sorts of problems with the game's launch. The same was true for Activision's Diablo III. What happens when the publishers of these games don't feel like keeping them up and running anymore?</i></blockquote>
What happens? Let me refer you to the aforementioned pounding of sand. There are some types of games where this is more understandable than others. Games that rely primarily on social constructs and multiplayer come with an understanding that they can't go on in perpetuity. But when the primary <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">game</a> mechanic is not social and the company still requires a connection? Well, that's just holding you and your money hostage, friends. And with the rumors of always-online <a href="http://www.techdirt.com/articles/20130405/06384622592/microsoft-creative-director-defends-always-online-insults-customers-murders-logicall-one-day.shtml">console</a> requirements, gamers need to be aware that it might not be a game their purchasing with their hard-earned money. They may only be buying borrowed time.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>lessons-about-always-online</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130417/08024722740</wfw:commentRss>
</item>
<item>
<pubDate>Mon, 8 Apr 2013 11:53:00 PDT</pubDate>
<title>EA COO: We Get Votes For 'Worst Company' Because We're Awesome And Voters Are Homophobes</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml</link>
<guid>http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml</guid>
<description><![CDATA[ <p>
Following the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">SimCity</a> launch debacle and recent ridiculous <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">comments</a> made by EA's Label President, it's beginning to look like we're seeing some kind of inter-company contest amongst EA executives over who can step in it the most. The company is somewhat recently infamous for being voted "The Worst Company In America" in a <a href="http://consumerist.com/2012/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012.html">poll by The Consumerist</a> and, congratulations, they have made <a href="http://consumerist.com/2013/04/08/worst-company-in-america-final-death-match-bank-of-america-vs-ea-part-ii/#more-10124857" target="_blank">the final match-up</a> in that same poll again this year (voting ends tonight). I can certainly understand that executives for the company aren't too pleased about this chance at repeating the "award", but certainly <i>cannot</i> understand why their COO would come out with one of the most obfuscating attempts to create a sympathetic narrative ever devised.
<br /><br />
Yet, that's exactly what Peter Moore did on EA's site, in a <a href="http://www.ea.com/news/we-can-do-better">rambling half-pushback semi-admission on the company's missteps</a> that ultimately concludes that EA is super-freaky-awesome and homophobes are generating The Consumerist's poll results. Seriously, just look at how he begins.
<blockquote>
<i>The tallest trees catch the most wind.</i></blockquote>
<blockquote>
<i>That&rsquo;s an expression I frequently use when asked to defend EA&rsquo;s place in the gaming industry. And it comes to mind again this week as we get deeper into the brackets of an annual Web poll to name the &ldquo;Worst Company in America.&rdquo;</i></blockquote>
He goes on to equate EA with the Yankees, Lakers, and Manchester United, suggesting that the company only gets so much criticism because they are so awesome and successful. It's a very interesting position to take, given the company's stock has plummeted by roughly 60% in the past 5 years. That number alone shouldn't be taken as a tell-all, of course, given how the financial crisis generally effected most industries this past half a decade. Considering that the company has had a <a href="http://www.marketwatch.com/investing/stock/ea/financials">net-income positive result once</a> in that same time span, on the other hand, with <a href="http://www.nytimes.com/2013/01/31/technology/electronic-arts-posts-decline-in-revenue.html?_r=0">outlook for 2013 being negative</a>, I'm not sure the positioning of the company as some kind of perennial industry force holds much merit. Still, the complaints in the polls haven't been focused on revenue, so let's let Moore tackle those questions head-on.
<blockquote>
<i>Some of these complaints are 100 percent legitimate &ndash; like all large companies we are not perfect. But others just don&rsquo;t hold water:</i></blockquote>
He then lists of these non-water-holding complaints, beginning with the idea that SimCity's always-online component is DRM (he notes that EA has said repeatedly it isn't, which means it's so, I guess), then that Origin isn't successful (ignoring the <a href="http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml">massive</a> security flaw), then he takes on the tons of people who hate playing games for free (wut?), Madden cover athletes (right game, wrong complaint), and then he finishes with my favorite of the list, a massive voting backlash against the company because of its inclusion of homosexual, bisexual, and transgender characters in their games.
<blockquote>
<i>In the past year, we have received thousands of emails and postcards protesting against EA for allowing players to create LGBT characters in our games. This week, we&rsquo;re seeing posts on conservative web sites urging people to protest our LGBT policy by voting EA the Worst Company in America. That last one is particularly telling. If that&rsquo;s what makes us the worst company, bring it on. Because we're not caving on that.</i></blockquote>
See, Peter, the thing is that if you're trying to combat the idea that your company is the most horrific of them all, it's probably best not to attempt to falsely co-opt the plight of those actually suffering true prejudice against their nature just to drum up sympathy. As someone fairly in-tune with both gaming news and politics, let me assure Moore and everyone else reading this that any attempt at backlash over gay characters in games like Mass Effect was a complete non-starter. In fact, there seemed to be a much <i>bigger</i> backlash against the earlier games <i>not </i>including those characters. It's one of the things I'm most proud of my generation, that the tide is finally turning against bigotry for our brothers and sisters in the LGBT community. Moore's attempt to use their suffering to shield EA from criticism is beyond shameful.
<br /><br />
Adding to that shame is the complete dodge-job the post commits on all of the <i>actual criticism</i> against EA. Reasons for the polling last year cited the day-one DLC use and EA's notorious tendency to gobble up smaller developers and murder them to the despair of their fan base, along with their stranglehold exclusive sports licensing. As <a href="http://consumerist.com/2013/04/05/ea-admits-it-can-do-better-but-blames-worst-company-success-on-homophobes-and-whiny-madden-fans/">Consumerist itself notes</a>:
<blockquote>
<i>Instead, it looks at EA&rsquo;s history of buying up smaller, successful developers with the intention of milking &mdash; and arguably ruining &mdash; the intellectual properties that made these acquired companies so attractive. It also discusses EA&rsquo;s exclusivity deals on popular sports games, that some say effectively sets the bar for retail prices for the rest of the gaming industry.</i>
<br /><br />
<i>Then there&rsquo;s the issue of microtransactions, in-game purchases that EA has made no secret are at the center of its business model. Many customers believe that EA&rsquo;s view of microtransactions isn&rsquo;t to simply charge customers a little bit of money for something that is additional, but not integral, to the core game, but rather to put out broken or deliberately incomplete games with the ultimate goal of selling add-on content that should have been included in the $60 price tag to begin with.</i></blockquote>
Add to the continuation of those practices the failure and lying about SimCity and it'd be a bigger surprise if EA <i>didn't</i> find itself amongst the most hated companies again this year. And if there's anything they could do to position a subsequent run in 2014 better than trying to milk the plight of the LGBT community, I can't imagine what that would be.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>uh-oh</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130408/10133522624</wfw:commentRss>
</item>
<item>
<pubDate>Thu, 28 Mar 2013 12:03:58 PDT</pubDate>
<title>EA Labels President: DRM Is A Failed Strategy, But SimCity Didn't Have Any DRM</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml</guid>
<description><![CDATA[ <p>
I must admit that there are times when I become very concerned about whether or not I can actually read. Or, more concerning yet, whether I have the proper capacity to imbibe reality at all. This, friends, is surely one of those times. Barely a week removed from Super Meat Boy developer Tommy Refenes <a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml">alerting</a> Electronic Arts to the fact that their own DRM hurts their bottom line more than any amount of piracy, still in the midst of what some might call the wind-down curve of the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">SimCity</a> fiasco, and with examples like <a href="http://www.techdirt.com/articles/20080909/0318592211.shtml">Spore</a> and their single-use <a href="http://www.techdirt.com/articles/20100511/1032029379.shtml">codes</a> still in my mind, I find a statement made by EA Labels President Frank Gibeau that seeks to unmake all of those thoughts.
<br /><br />
At a developers conference, Gibeau revealed his belief that <a href="http://kotaku.com/ea-labels-president-calls-drm-a-failed-dead-end-strat-461313335">DRM is a completely useless tool for game developers</a>. Then, to make sure that my brain was as confused as possible, he made sure I knew that SimCity didn't have any DRM component to it.
<blockquote>
<i>"DRM is a failed dead-end strategy; it's not a viable strategy for the gaming business. So what we tried to do creatively is build an online service in the SimCity universe and that's what we sought to achieve."</i>
</blockquote>
I'll wait for your own cerebellums to cease attempting to commit suicide before beginning with the obvious rebuttal: wut? EA, notorious purveyor of DRM, now says that DRM is a failure. They also insist that requiring an always online connection for their SimCity game to function out of the box was never about DRM, it was about making the game an MMO.
<blockquote>
<i>"I was involved in all the meetings. DRM was never even brought up once," Gibeau told GI.biz. "You don't build an MMO because you're thinking of DRM&mdash;you're building a massively multiplayer experience, that's what you're building. If you play an MMO, you don't demand an offline mode, you just don't. And in fact, SimCity started out and felt like an MMO more than anything else and it plays like an MMO."</i>
</blockquote>
Except, of course, when it <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">doesn't</a>. In fact, if the game can be tweaked to play offline and is essentially the same experience, then your game is almost exactly <i>nothing</i> like a massively multiplayer online game. This, particularly from a company that as been caught with its hand in the lying cookie jar already, is an instantly dismissable pile of BS.
<br /><br />
But, SimCity aside, I would issue a challenge to Mr. Gibeau. If in fact you and your company believes that DRM is a "failed strategy", then I am sure we shall never see any form of DRM in your games moving forward. Who wants to take bets on that one?
</p><br /><br /><a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>wait,-what?</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130328/05304422492</wfw:commentRss>
</item>
<item>
<pubDate>Wed, 20 Mar 2013 05:34:25 PDT</pubDate>
<title>Super Meat Boy Developer To EA: DRM Hurts Your Bottom Line More Than Piracy Does</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml</link>
<guid>http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml</guid>
<description><![CDATA[ <p>
The wheels have now come completely off EA's DRMobile, thanks to its botched SimCity launch that was marred by <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml" target="_blank">server issues</a>, long lines at the refund counter and some <a href="http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml" target="_blank">amazingly bad coding</a>, all held together by Maxis GM Lucy Bradshaw's irrepressible <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml" target="_blank">bullshit-spinning</a>. The <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml" target="_blank">backlash</a> has been enormous and EA is likely wishing it was back in the good old days when <a href="http://www.techdirt.com/search.php?q=spore&#038;search=Search&#038;edition=&#038;tid=&#038;aid=&#038;searchin=stories" target="_blank">Spore </a>(remember that <a href="http://www.techdirt.com/articles/20080909/0318592211.shtml" target="_blank">backlash</a>?) was nothing more than <a href="http://en.wikipedia.org/wiki/Development_of_Spore#Release_date_delays" target="_blank">harmless vaporware</a>.
<br /><br />
It's safe to say that EA has almost single-handedly run the <strike>good</strike> highly-tarnished name of DRM and internet-only requirements into the ground, finishing the job <a href="http://www.techdirt.com/articles/20120724/20095919818/german-consumer-group-not-happy-with-diablo-3-internet-requirements.shtml" target="_blank">Diablo 3</a> began last year. Many gamers have pointed out the futility of these anti-piracy (and anti-cheating/hacking) efforts as well as <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml" target="_blank">unleashed their fury</a> at being handed a worthless, broken-on-purpose product in exchange for their money.
<br /><br />
And it's not just angry customers making noise. Super Meat Boy developer Tommy Refenes has <a href="http://tommyrefenes.tumblr.com/post/45684087997/apathy-and-refunds-are-more-dangerous-than-piracy" target="_blank">weighed in with his thoughts on EA's open hostility towards its paying customers</a>. (It's a truly excellent post, and I would encourage you to click through and read the entire article.)
<br /><br />
The first problem he sees with EA's actions is its insistence on using intangible losses from piracy to shape its software development.
<blockquote>
<i>I think I can safely say that Super Meat Boy has been pirated at least 200,000 times. We are closing in on 2 million sales and assuming a 10% piracy to sales ratio does not seem unreasonable. As a forward thinking developer who exists in the present, I realize and accept that a pirated copy of a digital game does not equate to money being taken out of my pocket. <b>Team Meat shows no loss in our year end totals due to piracy and neither should any other developer</b>.</i></blockquote>
This last sentence goes against the ingrained thinking of many in the content industries. These industries tend to conjure up huge loss numbers year after year to justify DRM, always-online requirements and a general push for more anti-piracy efforts (including legislation.) To them, <i>every</i> illegal download is a lost sale. It <i>has</i> to be, otherwise the entire premise behind their actions falls apart. (Contrast this all-too-common reaction with Edmund McMillen's [Tommy Refenes' partner at Team Meat] <i>disappointment</i> that Super Meat Boy <a href="http://www.techdirt.com/articles/20110801/03291515340/more-game-developers-realizing-piracy-isnt-necessarily-bad-thing.shtml" target="_blank">wasn't charting <i>higher</i></a> on the Pirate Bay's download charts.)
<br /><br />
Creative accounting is the norm in these industries and nothing is more creative than showing a loss you can't possibly quantify, as Refenes points out.
<blockquote>
<i>Loss due to piracy is an implied loss because it is not a calculable loss. You cannot, with any accuracy, state that because your game was pirated 300 times you lost 300 sales. You cannot prove even one lost sale because there is no evidence to state that any one person who pirated your game would have bought your game if piracy did not exist. <b>From an accounting perspective it&rsquo;s speculative and a company cannot accurately determine loss or gain based on speculative accounting</b>.</i></blockquote>
Accuracy isn't really the aim when it comes to justifying the punishment of your paying customers. In order to get them to accept broken software wrapped in restrictive licenses, they first must be made to believe that millions and millions of dollars are lost each year to piracy. They must be at least somewhat convinced that EA (and Ubisoft, among others) were "forced" to insert crippling coding in order to keep the company afloat in a sea of pirating pirates.
<br /><br />
But what have these companies actually <i>lost</i> when something is pirated? Is that "cost" greater than the very real cost of returning a customer's money to them? EA doesn't seem to understand there's more than one way to lose a sale.
<blockquote>
<i>After the frustrations with SimCity I asked Origin for a refund and received one. This was money they had and then lost a few days later. Applying our earlier conversation about calculable loss, there is a loss that is quantifiable, that will show up in accounting spreadsheets and does take away from profit. <b>That loss is the return, and it is much more dangerous than someone stealing your game</b>...</i>
<br /><br />
<i>In the retail world, you could potentially put a return back on the shelf, you could find another customer that wants it, sell it to them and there would be virtually no loss. In the digital world, because there is no set amount of goods, you gain nothing back (one plus infinity is still infinity). It&rsquo;s only a negative experience. <b>A negative frustrating experience for a customer should be considered more damaging than a torrent of your game</b>.</i></blockquote>
For some reason, many content companies cannot see the truth in this statement. Even though they can't prove that a pirated copy equals a lost sale, they continue to act as though piracy is a greater threat to their business than an angry customer base. For companies like EA, the customer base is large enough that it can usually be shrugged off. For smaller companies, this sort of thinking can do much more damage. In either case, negative experiences do no favors for content creators, especially in an era where people have thousands of entertainment options at their fingertips, 24 hours a day.
<br /><br />
Refenes brings the fight to developers (like Maxis) who use "lost sale" figures pulled from the ether to justify the addition of DRM.
<blockquote>
<b><i>I challenge a developer to show evidence that accurately shows implementation of DRM is a return on investment and that losses due to piracy can be calculated. I do not believe this is possible.</i></b></blockquote>
Any honest developer simply can't do this. Pointing to something like a download total from The Pirate Bay doesn't definitively show anything more than <i>the number of times that title was downloaded</i>. Anything else is merely a theory, and a pretty weak one at that. But Refenes has a suggestion, one all content creators should take to heart.
<blockquote>
<i>I do believe people are less likely to pirate your software if the software <b>is easy to buy, easy to run, and does what is advertised</b>.</i></blockquote>
Why this instead of fighting piracy? Because taking away the free option just isn't enough.
<blockquote>
<i>People have to WANT to buy your software, people have to WANT to support you. People need to care about your employees and your company&rsquo;s well being. There is no better way to achieve that than making sure what you put out there is the best you can do and you treat your customers with respect.</i></blockquote>
EA clearly has little respect for its customers. The frontmouth of Maxis, whether using her own words or having them supplied from higher up, proved this with a week of complete denialism. There was no respect from launch day forward. Every new hole in EA's story was greeted with re-confirmation of the same story, occasionally mixed with a bit of hedging.
<br /><br />
The developers at Team Meat obviously respect their customers and have been rewarded for their efforts. Even with evidence of massive piracy staring them in the face, they never opted to cripple their game with a "piracy speedbump" that would have adversely affected those who chose to give them their hard-earned money.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>EA-is-so-hardcore-it-only-plays-PR-in-'Nightmare-Mode'</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130319/15192222381</wfw:commentRss>
</item>
<item>
<pubDate>Tue, 19 Mar 2013 05:30:06 PDT</pubDate>
<title>EA's Troubles Keep Getting Worse: Big Security Flaw Discovered In Origin Platform</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml</link>
<guid>http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml</guid>
<description><![CDATA[ Perhaps the timing is a coincidence, but following the absolutely disastrous SimCity launch, in which EA's focus on DRM seemed to get in the way of actually making a product that works, it's been announced that <a href="http://www.usatoday.com/story/tech/gaming/2013/03/18/ea-ceo-riccitiello-steps-down/1997665/" target="_blank">CEO John Riccitiello is stepping down at the end of the month</a>.  This is clearly not a planned succession situation, because the company's former CEO, Larry Probst, who ran EA from 1991 until 2007 when he handed it over to Riccitiello is taking over as interim CEO as they search for a real replacement.  Perhaps they should look for someone who recognizes that providing a good product that people want to support is a better goal than "stopping piracy."  Just a suggestion.
<br /><br />
Of course, they may also have bigger issues to deal with.  Rich Kulawiec was the first of a few of you to submit the news that researchers have <a href=''http://lists.grok.org.uk/pipermail/full-disclosure/2013-March/089897.html" target="_blank">demonstrated a pretty big security vulnerability in EA's Origin platform</a> (the company's Steam competitor), which can be used to exploit local vulnerabilities on the computers of about 40 million Origin users.  If you'd like to see the hack in action, there's a nice <a href="http://vimeo.com/61361586" target="_blank">video</a>.
<center>
<iframe src="http://player.vimeo.com/video/61361586?title=0&#038;byline=0&#038;portrait=0" width="560" height="420" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
</center>
You can <a href="http://www.revuln.com/files/ReVuln_EA_Origin_Insecurity.pdf" target="_blank">read the details</a> directly, if you'd like, which comes complete with some graphics explaining how the security vulnerability, found in the URI handling of Origin, can be exploited:
<center>
<a href="http://imgur.com/pvDvKHN"><img src="http://i.imgur.com/pvDvKHN.png" title="Hosted by imgur.com" alt="" /></a>
</center>
You get the feeling that March 2013 is a month that EA would prefer to forget ever existed.<br /><br /><a href="http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>another-day,-another...</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130318/01034122364</wfw:commentRss>
</item>
<item>
<pubDate>Mon, 18 Mar 2013 12:12:00 PDT</pubDate>
<title>SimCity Always-Online DRM Lets Hackers Play Godzilla With Anyone's Cities</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml</link>
<guid>http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml</guid>
<description><![CDATA[ It seems that everyone is giving EA and Maxis quite a bit of grief over the SimCity debacle. The game's <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">launch</a> was, um, not great. The <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">backlash</a> against the game's producers was worse, all the more so once the <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">lying</a> began. But late last week, new evidence was uncovered that suggests perhaps we've all been a little bit unfair to EA and Maxis. What if I told you that the always-online game architecture enabled you to be what all of us have secretly wanted to be since we were very, very little children? <center>
<p>
<a href="http://www.flickr.com/photos/sebastiandooris/2449027477/" title="Godzilla by SebastianDooris, on Flickr"><img alt="Godzilla" height="300" src="http://farm4.staticflickr.com/3272/2449027477_bcd3ccef4e.jpg" /></a><br /> <span style="font-size:10px;">Well, hello, childhood fantasy o' mine. I didn't see you standing there.<br /> Image <a href="http://www.flickr.com/photos/sebastiandooris/2449027477/">source</a>: CC BY 2.0</span>
</p>
</center>
<p>
<br /> Yes, as <a href="http://www.techdirt.com/user/kionae">Kionae</a> alerts us, one (unplanned?) consequence of requiring online saves for your SimCity games is that anyone with a bit of hacking skill can visit your city, put some Blue Oyster Cult on in the background, and <a href="http://www.cinemablend.com/games/SimCity-Hack-Lets-Users-Destroy-Anyone-Online-City-Thanks-Always-DRM-53685.html">wreak the kind of havoc normally reserved for Japanese nuclear monsters</a>. See, you can, were you so inclined, enter the save game city of another person, and then <a href="http://www.youtube.com/watch?feature=player_embedded&#038;v=ROy6VE5ZsZw">completely edit or destroy</a> their loving creation like some kind of digital psuedo-god.
</p>
<center>
<p>
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/ROy6VE5ZsZw" width="560"></iframe><br /> <span style="font-size:10px;">Pictured: Omnipotence</span>
</p>
</center>
<p>
<br /> Just so we're clear, this is only possible because of the EA always-online requirement.
<blockquote>
<i>It's still awesome because this hack is only as destructive as it is because of EA's decision to make the game always-on. If the game hadn't had always-on DRM then this hack wouldn't be half as devastating as it is. Having EA delete these kind of topics from their forums is great damage control but don't be surprised if there's another furor when people start raging on the forums when some hacker decides to go through and Godzilla everyone's town. Enjoy. </i>
</blockquote>
Enjoy indeed, as long as that enjoyment happens outside of EA's forums. As noted above, the company is enforcing their TOS rules on their forums and deleting all topics relating to these kinds of hacks. Why? Well, because when a dingo is chewing on your arm, the best defense is to place your noggin lovingly into some sand to make it all just disappear. Or, if that doesn't work, you could always just apologize for what is becoming the greatest video game debacle this side of a Duke Nukem game, but I'm not holding my breath.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>go-go-godzilla</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130318/01035222365</wfw:commentRss>
</item>
<item>
<pubDate>Mon, 18 Mar 2013 10:44:29 PDT</pubDate>
<title>Maxis: Your Reward For Buying Our Horribly Launched SimCity Is The Previous, Better Version Of It</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml</link>
<guid>http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml</guid>
<description><![CDATA[ <p>
Many of us are still waiting for a Maxis mea culpa following the horrible <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">release</a> of their always-online SimCity game. When last we <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml">checked in</a> with Maxis, they were busy pretending that all of the <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">backlash</a> surrounding this complete mess of a release didn't exist and that tons (tons!) of people just loved all the features in the game that didn't work. Well, they're back to blogging again, and while it is only an apology in the barest sense of the word, <a href="http://www.simcity.com/en_US/blog/article/for-our-patient-and-amazing-mayors-a-free-pc-download-from-origin">they are offering up some freebies for their throngs</a> of pissed off fans.
<blockquote>
<i>Our SimCity Mayors are incredibly important to the team at Maxis. We sincerely apologize for the difficulties at launch and hope to make it up to you with a free PC game download from Origin.</i></blockquote>
This, of course, falls short of the full apology they <i>should</i> be making, which would be to say that lying their faces off about why the game always needed to be online (since it didn't) was wrong, as was their presumption that their fans needed to be treated like criminals. But, hey, baby steps, I guess. So what games are you offering up for free?
<blockquote>
<i>-Battlefield 3 (Standard Edition)<br /> -Bejeweled 3<br /> -Dead Space 3 (Standard Edition)<br /> -Mass Effect 3 (Standard Edition)<br /> -Medal of Honor Warfighter (Standard Edition)<br /> -Need For Speed Most Wanted (Standard Edition)<br /> -Plants vs. Zombies<br /> -SimCity 4 Deluxe Edition</i></blockquote>
...Really? As an apology for selling a game with an always-online requirement for a city building simulation, which we now know doesn't actually need to be online at all, you're offering up the previous version of the game which <i>didn't</i> have that requirement? And, based on what I can see from the <a href="http://en.wikipedia.org/wiki/SimCity_4">general reviews</a>, received far superior reviews? Why bother releasing the new SimCity at all, if the result is pointing people to the last iteration, a better overall product? Have we gotten to the point where you guys are just trying to make us laugh?
</p><br /><br /><a href="http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>one-step-forward,-one-version-back</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130318/10302422366</wfw:commentRss>
</item>
<item>
<pubDate>Mon, 18 Mar 2013 05:37:16 PDT</pubDate>
<title>Maxis GM: Our Vision Is More Important Than Our Customers &amp; Lots Of People Love Our Crappy DRM</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml</guid>
<description><![CDATA[ Well, it's been several hours, so obviously someone must have done something stupid over at the <a href="http://www.techdirt.com/blog/?tag=simcity">SimCity franchise</a>. I could run through a long list of links from our coverage of this debacle, but I'll make it easy on you. The key links are the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">launch</a> debacle, the <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">backlash</a>, and the <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">evidence</a> that all of this is wholly unnecessary. That last one is important because during the initial stages of this muck up, EA/Maxis came out hard, saying that offline modes were logistically impossible because of all the cloud-based resources needed to run the games simulation calculations. The evidence in the link proves rather conclusively that that is absolutely not the case. In that post, I had suggested that it was time for the game's producers to finally come out with a strong mea culpa. Here is that mea culpa, from Maxis GM Lucy Bradshaw:
<blockquote><i>
So, could we have built a subset offline mode? Yes. But we rejected that idea because it didn't fit with our vision. We did not focus on the "single city in isolation" that we have delivered in past SimCities. We recognize that there are fans &ndash; people who love the original SimCity &ndash; who want that. But we're also hearing from thousands of people who are playing across regions, trading, communicating and loving the Always-Connected functionality. The SimCity we delivered captures the magic of its heritage but catches up with ever-improving technology.</i>
</blockquote>
Okay, so it isn't so much a mea culpa as a, "Hey, customers, why don't you go outside and play hide and go f@#$ yourself!" It's difficult to imagine a more tone deaf statement, given the circumstances. To essentially come out and say that you understand lots of people wanted an offline version of this game, and we already know you could have made one quite easily, but you rejected the idea of filling a customer need because it didn't match with your "vision"? I'd suggest that if this launch has been a faithful representation of your vision, it may be time to get idea-glasses.
<br /><br />
And can I ask the other obvious question? Where the hell are all the people clamoring for online only mode? I have no doubt that there are folks who wanted and still want online components to the game, but who the hell is asking for a blatant limitation on their game?  There's a major difference between offering <i>online components</i> and <i>requiring</i> it be online all the time. Personally, I think Bradshaw is reticulating our splines on that one.
<br /><br />
On the other hand, when discussing the need for the servers in Bradshaw's blog post, there was one glaring omission: server resources/calculations. It appears the game's designers have finally decided to stop lying about <i>why</i> the servers in the cloud are needed and instead moved on to suggest that it's just a big part of their customers that are unnecessary instead.<br /><br /><a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>so,-so-much-wrong</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130316/04473722350</wfw:commentRss>
</item>
<item>
<pubDate>Thu, 14 Mar 2013 14:03:57 PDT</pubDate>
<title>No, Sim City Debacle Doesn't Mean Gamers Need A Bill Of Rights</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130312/14452222301/no-sim-city-debacle-doesnt-mean-gamers-need-bill-rights.shtml</link>
<guid>http://www.techdirt.com/articles/20130312/14452222301/no-sim-city-debacle-doesnt-mean-gamers-need-bill-rights.shtml</guid>
<description><![CDATA[ <p>
Like any good debacle, this whole Sim City SNAFU breeds all manner of hostility. The <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">reviews</a> have begun to reflect the incredible amount of frustration at EA's mis-forecast of their launch-date readiness. Even <a href="http://www.gog.com/">retailers</a> are poking the bear, so to speak, by offering reminders that past iterations of Sim City don't have the same problems and are still super fun to play. The calls for boycotts have been getting louder. But let's be careful not to slip into the land of the silly.
<br /><br />
And by silly, I mean launching into a diatribe about how awfully the launch was handled by EA and then concluding that all gamers obviously need a <a href="http://www.pcmag.com/article2/0,2817,2416447,00.asp">wordily constructed Bill Of Rights</a>. The explanation of what gamers shouldn't stand for isn't bad, actually.
<blockquote>
<i>We shouldn't only be upset that EA didn't have enough servers running for the game's launch. We should be upset that it was unnecessarily designed from the ground up to require an always-on online component. We should be upset that a series that has always been large and single-player has been made small and multiplayer with gamers having no choice in the matter. This wasn't an issue of not enough servers and poor planning. This was an issue of ignoring gamers' needs and wants in favor of a system that treats users as children and criminals.</i>
</blockquote>
Hell yes! I'm pissed off about it too, and I didn't even buy the damned game. I'm just angry by proxy, the use of which would likely cause a server connection error if I actually <i>did</i> try to play the game! What the hell, let's do something about, comrades! What's first? Storm EA's building and issue them stern looks and wagging fingers? Tweet at them with specific insults about their lineage? Wrap aging cheese up in tin foil and mail it to their offices as a kind of methodical stink bomb? C'mon! 
<blockquote>
<i>Because of this, I offer the Gamers' Bill of Rights. It enumerates what we should expect from game developers, publishers, and retailers, and limits the unnecessary and offensive overuse of copy-protection measures. We should be able to expect a certain level of support for the games we buy, and we should feel safe in the fact that they won't violate our computers when we run them.</i>
</blockquote>
Yeah! That'll teach--wait, what? So...we're essentially going to tell game publishers what we want from them? Don't we...kind of do that already? Isn't that what buying their products is? Do we not have the option to boycott, to buy elsewhere, and all that? Hey, how long is this Bill Of Rights, anyway? <i>355 words!?!?</i>
<br /><br />
You know what, let me see if I can create my own gamer bill of rights that is just a single bullet point.
<br /><br />
1. Gamers have the right not to give money to assholes
<br /><br />
The end.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130312/14452222301/no-sim-city-debacle-doesnt-mean-gamers-need-bill-rights.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130312/14452222301/no-sim-city-debacle-doesnt-mean-gamers-need-bill-rights.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130312/14452222301/no-sim-city-debacle-doesnt-mean-gamers-need-bill-rights.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>vote-with-your-dollar</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130312/14452222301</wfw:commentRss>
</item>
<item>
<pubDate>Thu, 14 Mar 2013 09:05:00 PDT</pubDate>
<title>Modder Makes SimCity Capable Of Offline Play Which Works Flawlessly</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml</link>
<guid>http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml</guid>
<description><![CDATA[ This SimCity debacle can only be described as an onion. Every time you peel back another layer, you just find yet another bitter layer underneath to make you cry. It all started, as you no doubt know, when EA decided to make the game with an <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml">always online</a> requirement. The explanation for this was that it was in part a DRM attempt, but also SimCity was developed to be a social game, requiring an online connection, and EA had also shifted resource consumption and calculation to their own servers, ostensibly freeing up resources on the player's machine. Regardless, the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">launch</a> looked more like an attempt to reporduce the Hindenburg disaster than any attempt at serving EA's customers and the <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">backlash</a> that followed was harsh. Most recently, someone inside of Maxis <a href="http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml">reached out</a> to RockPaperShotgun to suggest that the online requirement was <i>strictly</i> DRM and that no important server-side calculations were actually being done. Despite the report, EA maintained that offline play of the game is logistically impossible.
<br /><br />
And by logistically impossible, they must have meant that all they'd have to do is turn on the debugging mode, as that's what one game modder has done to <a href="http://www.geek.com/articles/games/modder-proves-simcity-can-run-offline-indefinitely-20130314/">make the game work nearly <i>flawlessly</i> without any online connection</a>. <center> <iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/Bmce9oIxJag" width="560"></iframe></center>
<blockquote>
<i>The video above shows the game being played offline. The modder states that this can be done for as long as you like without issues. The only real downside being you can&rsquo;t save the game because it utilizes cloud saves. However, if you reconnect the game it does save, so you can play all day then just go online to save your progress at the end of a session.</i>
</blockquote>
Thanks, random modder guy, for making EA's product do what EA couldn't, or wouldn't, enable it to do themselves. Assuming this is all legit, the excuses for server-side calculations melt away like the loyalty of EA's customers when they bought this game-on-crutches. Hell, even the requirement for online saves needing a constant connection is clearly nonsense. It isn't like the game couldn't be written to only connect once a save is initiated.
<br /><br />
Now, here's the fun part. To achieve this, the modder had to go in and edit the game code to enable debug mode, as I mentioned. Far from simply removing the online requirement, it actually made the game perform <i>better</i>.
<blockquote>
<i>In fact, it actually improves the game in some ways. City populations are actually tracked correctly and you can edit outside of your city boundaries. Those additional edits are also saved when you reconnect.</i>
</blockquote>
Great job, EA. You made your game worse even when it <i>did</i> function, which it mostly didn't, all the while lying your collective faces off to the people giving you their money. It's probably time to come out and issue a serious mea culpa.<br /><br /><a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>well,-that-was-easy</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130314/06175522320</wfw:commentRss>
</item>
<item>
<pubDate>Wed, 13 Mar 2013 05:55:13 PDT</pubDate>
<title>Maxis Insider: EA Lying About Needing Servers For Single Player SimCity</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml</link>
<guid>http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml</guid>
<description><![CDATA[ <p>
Throughout Simcity's massive <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml" target="_blank">public flameout</a> last week, questions were <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml" target="_blank">raised (repeatedly)</a> about EA's claims that an offline, single-player mode would be a massive undertaking because of the amount of calculations being done server-side. As many people pointed out, this seemed to be a choice EA had made in order to prevent piracy, rather than a necessity due to the (shoehorned-in) social aspects of the game.
<br /><br />
Minnesota Viking's kicker, Chris Kluwe, was one of the many voices <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml" target="_blank">finding EA's claims dubious</a>:
<blockquote>
<i>The fact that EA requires an "always on" connection is ostensibly because so many operations are taking place server side that your computer won't be able to handle it (which is a blatant falsehood, since when I was streaming the other night, the only times I DIDN'T have latency was when I was disconnected from their servers and my computer had to run all the game operations), but in reality it's to try to combat piracy.</i></blockquote>
John Walker's <a href="http://www.rockpapershotgun.com/2013/03/11/simcity-is-inherently-broken-lets-not-let-this-go" target="_blank">recent Rock Paper Shotgun piece on SimCity's "inherent brokenness"</a> (and why gamers shouldn't let EA walk this one off) echoed this sentiment.
<blockquote>
<i>SimCity, of course, could be a single-player game. Ignore the utter nonsense about how some of its computations are server-side. What complete rot. As if our PCs are incapable of running the game. I'm sure some of the computations are server side! But they damned well don't need to be, <b>as all of gaming ever has ably proven</b>.</i></blockquote>
EA, however, continues to claim otherwise, somehow expecting PC users to believe that without its valuable servers picking up the computational slack, the game would be unplayable. (Or, more so, I guess...) Unfortunately for EA and its "talking points," a Maxis developer has stated exactly the opposite.
<blockquote>
<i>A SimCity developer has got in touch with RPS to tell us that at least the first of these statements is not true. <b>He claimed that the server is not handling calculations for non-social aspects of running the game, and that engineering a single-player mode would require minimal effort.</b></i>
<br /><br />
<i>Our source, who we have verified worked directly on the project but obviously wishes to remain anonymous, has first-hand knowledge of how the game works. He has made it absolutely clear to us that this repeated claim of server-side calculations is at odds with the reality of the project he worked on. Our source explains:</i>
<br /><br />
<i>"The servers are not handling any of the computation done to simulate the city you are playing. They are still acting as servers, doing some amount of computation to route messages of various types between both players and cities. As well, they're doing cloud storage of save games, interfacing with Origin, and all of that. But for the game itself? No, they're not doing anything. I have no idea why they're claiming otherwise. It's possible that Bradshaw misunderstood or was misinformed, but otherwise I'm clueless."</i></blockquote>
So, it's exactly as many players (and unhappy customers) believed. SimCity's always-on requirement does little more than any other always-on requirement: attempt to prevent piracy. Demanding every player <i>always</i> be online throughout the entirety of their single-player game is ridiculous. The Maxis insider who spoke to Rock Paper Shotgun says that not only is a single-player version SimCity possible, but that "it wouldn't take very much engineering" to make it a reality.
<br /><br />
Players elsewhere are also discovering what Kluwe had: that the game runs, at least temporarily, without an internet connection, something that <i>shouldn't</i> be possible, according to EA's claims that its servers handle a "<a href="http://www.polygon.com/2013/3/9/4081464/simcity-interview-ea-maxis-lucy-bradshaw" target="_blank">significant amount of the calculations</a>."
<blockquote>
<i><a href="http://kotaku.com/5990165/my-simcity-city-thrived-offline-for-19-minutes" target="_blank">Kotaku ran a series of tests today</a>, seeing how the game could run without an internet connection, finding it was happy for around 20 minutes before it realised it wasn't syncing to the servers. Something which would surely be impossible were the servers co-running the game itself. Markus "Notch" Persson <a href="https://twitter.com/notch/status/311535572596432896" target="_blank">just tweeted</a> to his million followers that he managed to play offline too, despite EA's claims.</i></blockquote>
The Maxis insider points out that the Glassbox engine running SimCity processes the actual simulation client-side, before sending out updates to EA's servers. These updates are then queued in the regional server until they can be processed, which (depending on server load) may take several minutes. This helps explain why gamers are able to run for a limited amount of time without a connection.
<br /><br />
EA has remained adamant that a single-player SimCity is logistically impossible, but that claim is suddenly holding a lot less water. This revelation doesn't bode well for EA's leaky Claims Waterholder or any future endeavors it had planned that might have relied on its "our supercomputers do the thinking for you!" rationalization in order to force more "online-only" requirements down users' throats. This online-only requirement is <i>no different</i> than others before it. It may battle piracy, hacking and cheating, but makes onerous demands of its paying customers every step of the way.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>EA-needs-some-new-talking-points</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130312/15405822302</wfw:commentRss>
</item>
<item>
<pubDate>Mon, 11 Mar 2013 05:38:06 PDT</pubDate>
<title>Avid Gamer (And Minnesota Vikings Punter) Chris Kluwe Does The Math On How Much EA's SimCity Debacle Cost EA</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml</link>
<guid>http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml</guid>
<description><![CDATA[ Oh, EA. I would imagine that there are more than a few execs and PR people who are hoping their employer is siphoning off a bit of its $5 billion market cap and putting it towards time machine R&D. With this post-facto mulligan tearing a new hole in the spacetime continuum, EA should be able to do a proper game launch and collect some accolades along with a ton of non-refundable cash. (Obviously, the time machine has yet to be built because this post still exists. Mind blown?)
<br /><br />
<a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml" target="_blank">EA's debacle</a>, which makes the Diablo 3 launch look positively competent and issue-free by comparison, has seen the company receive even more criticism than it's accustomed to. Not only have a variety of game reviewers delivered less than flattering reviews, but now public figures like Minnesota Vikings punter Chris Kluwe (an avid gamer) are <a href="http://www.businessinsider.com/chris-kluwes-simcity-5-review-2013-3" target="_blank">stepping up to pile another helping of derision onto EA's overloaded plate</a>. (Note: all redacted swearing courtesy of Business Insider.)
<blockquote>
<i>Don&rsquo;t get me wrong, the game itself is great. When it works, that is. And oh boy, does it hate working.</i>
<br /><br />
<i>At the time of writing this piece, SimCity 5 has been active for almost 62 hours. Of those 62 hours, I&rsquo;ve been able to log in for around ten. Of those ten, four consisted of massive latency issues and corrupted games, so (quick calculation here), I&rsquo;ve had access to the actual game for maybe 10 percent of the time I&rsquo;ve had it. EA&rsquo;s servers are, to put it bluntly, utterly bug[redacted], and there&rsquo;s no option to play the game offline.</i></blockquote>
We're going to do a little math here, because there's more interesting math on the way. Who in their right mind would purchase an item that worked roughly 16% of the time, fresh out of the box, especially if the product didn't even perform at 100% capacity when it actually got going? Thousands of people, many of them <i>not</i> in the NFL, paid for a product with a mere <i>1 in 10 chance</i> of working as advertised and only a <i>16% chance</i> of doing anything at all. Understandably, Kluwe and thousands of others are irate.
<br /><br />
Making matters worse is the insistence that the "always on" connection is required because so much processing is being handled on EA's servers. Kluwe's experience seems to indicate that EA isn't being completely honest about this in order to justify its online-only requirement.
<blockquote>
<i>The fact that EA requires an &ldquo;always on&rdquo; connection is ostensibly because so many operations are taking place server side that your computer won&rsquo;t be able to handle it (which is a blatant falsehood, since when I was streaming the other night, the only times I DIDN&rsquo;T have latency was when I was disconnected from their servers and my computer had to run all the game operations), but in reality it&rsquo;s to try to combat piracy.</i></blockquote>
Now, we have heard from the <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">developers themselves</a> that EA servers do host (and very often, <i>corrupt</i>) players' saved games, making a mockery of such modern inventions like hard drives. But the insistence that a large amount of processing happens server-side has been met with <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml#c642" target="_blank">incredulously raised eyebrows</a>, including Kluwe's own. Even if true, the main reason for the server-side processing is to keep client machines from containing enough code to go rogue and starting their own brisk trade at The Pirate Bay.
<br /><br />
So, EA's simply protecting itself from the piracy threat by crippling the paying customer's experience. The ultimate aim is to make more money. But EA's anti-piracy calculations apparently never factored in negative reviews and word-of-mouth, both of which can have a deleterious effect on game sales.
<blockquote>
<i>Sadly, EA seems to have failed to do some very simple math. Let&rsquo;s look at an example. We&rsquo;ll assume that for an amazingly successful game like SimCity, about 20,000 people will end up pirating it (those who have the technical knowhow and Internet savvy to find a working crack). I have 160,000 Twitter followers, of whom around 50,000 follow me for gaming. I just told those 50,000 people NOT to buy SimCity because EA cannot handle its s***, and the game is unplayable. We&rsquo;ll say half those people listen to me and haven&rsquo;t bought the game already. Soooo, carrying the pi, we see that EA is already out 5,000 more sales than if they had just created a normal, single player offline capable game with multiplayer components.</i></blockquote>
Many members of various industries have wrangled numbers in order to equate a pirated copy to a lost sale while failing to realize that a bad review can ALSO equal a lost sale. Because of this faulty extrapolation, the assumption generally becomes "more DRM/enforcement = good." EA is finding out, firsthand, that this just simply isn't true.
<br /><br />
Even if Kluwe's back-of-the-internet calculations are completely wrong, EA is still leaking sales. Many have demanded refunds from Amazon (and received them), and many more are lining up at Origin to get their money back. EA is taking a hard line on refunding digital sales, which is only going to hurt it in the long run. It might be able to push back here in the US, but overseas (the market it's currently <strike>underserving</strike> launching in) generally has stronger consumer protections, which makes its no-refund-on-digital-sales policy null and void.
<br /><br />
In addition, more than 1,000 negative reviews are doing even reputational damage at Amazon, which has decided to stop handing out refunds, not by screwing customers, but by pulling the digital version from its shelves.
<br /><br />
Beyond the bad math, the inadequate customer service, the decision to make the game even worse until the servers can keep up with the demand, is EA's refusal to allow customers to own the product they purchased. By keeping enough of the code running <i>only</i> on its servers, no SimCity purchaser can ever claim they <i>own</i> the game. All they own is a key to the door. EA still owns the house. And once EA decides the house is no longer worth living in, 5 or 10 years down the road, even the key will be worthless.<br /><br /><a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>another-pull-quote:-'worse-than-Herpes'</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130308/17332722270</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 8 Mar 2013 05:21:46 PST</pubDate>
<title>SimCity: The Backlash</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml</link>
<guid>http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml</guid>
<description><![CDATA[ <p>
It's not as if EA couldn't have seen this coming. Pretty much everything that <i>could</i> go wrong with <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml" target="_blank">SimCity's launch</a> <i>has</i> gone wrong. But EA was warned. A <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">Reddit AMA</a> with the SimCity developers made it perfectly clear how unhappy people were with the online-only requirements. SimCity's closed beta had its own issues, mainly server access (<a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml" target="_blank">not enough of it</a>).
<br /><br />
But EA didn't seem too concerned and went ahead with the launch. Shortly thereafter, everything fell apart. The servers couldn't handle the demand, something which would have been less damaging if there had been any sort of offline option. Much of the processing is handled server-side (along with storage of all saved games) and if customers couldn't find a free slot on a server then they just didn't get to enjoy their $60 purchase.
<br /><br />
The backlash was immediate. And immense. Polygon (the Verge's gaming site) <a href="http://www.polygon.com/game/simcity-2013/2630" target="_blank">lowered its original 9.5 rating to 8.0 because of the online issues</a>. Giant Bomb <a href="http://www.giantbomb.com/reviews/simcity-review/1900-563/" target="_blank">gave it a rather low 3 out of 5</a>, largely due to the fact that EA made a single player game multiplayer-only to justify its online-only DRM/"social" features. Reviewer Jonathan Cresswell <a href="http://www.jonathancresswell.co.uk/2013/03/review-simcity/" target="_blank">handed in quite possibly the most succinct (but most telling) review of all</a>.
<br />
<center><img alt="" src="http://i.imgur.com/KYYYXq1.png" style="width: 501px; height: 171px;" /></center>
<br />
Elsewhere, paying customers have expressed their displeasure. Metacritic's critic score sits at 82. <a href="http://www.metacritic.com/game/pc/simcity" target="_blank">The user score</a>? <b>1.8</b>. Things are nearly as bad at Amazon, <a href="http://www.amazon.com/dp/B007FTE2VW/ref=as_li_ss_til?tag=withwind0b-20&#038;camp=0&#038;creative=0&#038;linkCode=as4&#038;creativeASIN=B007FTE2VW&#038;adid=120YM9CCSXSBN1ZKRAZA" target="_blank">where SimCity currently holds a <b>1.5 star rating</b></a>. (<a href="http://www.amazon.com/Electronic-Arts-41018ted-Edition2-SimCity/product-reviews/B007VTVRFA/ref=dp_top_cm_cr_acr_txt?ie=UTF8&#038;showViewpoints=1" target="_blank">The digital version is faring even worse</a> - <b>1.0</b>.) In a rather unprecedented move, Amazon has pulled the PC Download version completely, citing EA's server issues. When will it be back? Amazon says: "We don't know when or if this item will be available again."
<br /><br />
Other game retailers have pounced on the opportunity provided by EA's colossal blunder. <a href="https://twitter.com/GOGcom/status/309328842345050112" target="_blank">GOG tweaked EA with a tweet</a> pointing out that DRM-free SimCity 2000 doesn't require an internet connection (and is only $5.99), <a href="http://www.gog.com/" target="_blank">resulting in a sales bump that has sent SimCity 2000 to #3 on the "Top Sellers" chart</a>. Another Redditor <a href="http://www.reddit.com/r/gaming/comments/19tskq/do_it_steam_twist_the_knife/" target="_blank">suggested Steam follow suit</a> and kick off an "offline-capable city sim sale," featuring non-online-only city sims with new deals arriving each day "until SimCity is playable."
<br />
<center><img alt="" src="http://i.imgur.com/rUvSn7L.jpg" style="width: 499px; height: 320px;" /></center>
<br />
EA, for its part, is working hard to add capacity, but much of the effort seems a bit too late. The damage has already been done, and EA has destroyed a lot of gamer goodwill, something it really doesn't have in excess. As part of the effort to extinguish these self-inflicted fires, EA is now shutting off "non-essential features" to ease the server load. One of the first to go is "cheetah speed," the fastest simulation setting. This may do exactly what EA hopes it does (free up servers), <a href="http://arstechnica.com/gaming/2013/03/ea-disables-non-critical-gameplay-features-to-relieve-simcity-servers/" target="_blank">but it is going to piss off even more customers, as Kyle Orland at Ars Technica points out</a>.
<blockquote>
<i>Presumably this is to give the servers more time to process the thousands of simultaneous city simulations that are all feeding into its global and regional networks. In any case, this is a core piece of the gameplay that's now being hampered by EA's continuing server problems; in my 16 or so hours playing the game, I'd estimate 15 or so have been spent running at Cheetah. Slowing things down, even temporarily, is likely to impact a whole lot of players negatively.</i>
</blockquote>
Whether or not this backlash/implosion will hurt EA in the long run remains to be seen. It has made no secret of the fact that it wants all of its games to eventually have some sort of "online component," if for no other reason than to (slightly) impede piracy and eliminate second-hand game sales. The odds are that EA will continue to push the online requirement, passing the costs of any outages along to the customers in the form of useless purchases and higher game prices.
<br /><br />
Some gamers are attempting to push back. <a href="https://www.change.org/petitions/electronic-arts-inc-remove-always-online-drm-from-simcity-and-future-games" target="_blank">A petition has been started at change.org</a> requesting EA remove "online only" requirements from SimCity (most likely impossible, but...) and future games. It's well on its way to hitting 25,000 signatures in less than 24 hours (and should be well past that by the time this hits the front page), which should give EA some idea how many people are displeased with the SimCity debacle.
<br /><br />
It's not completely unheard of for AAA developers to reverse course on onerous DRM (<a href="http://www.techdirt.com/articles/20111125/22241716899/ubisoft-director-backtracks-piracy-complaints-after-public-lashing.shtml" target="_blank">Ubisoft, for one</a>), but EA didn't become one of the <a href="http://consumerist.com/2012/04/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012/" target="_blank">most hated companies in America</a> by catering to the whims of its customers. If nothing else, gamers can take heart in the fact that other developers will view this as a cautionary tale, rather than a blueprint for success.
<br /><br />
Now, if you're still waiting for an open server slot, why don't you kill a little time with the <a href="http://www.reddit.com/r/gaming/comments/19uvnz/got_bored_while_downloading_simcity_xpost_from/" target="_blank">included Solitaire game</a>? (Image by Redditor <a href="http://www.reddit.com/user/PainLing" target="_blank">PainLing</a>)
<br /><br />
<center><img alt="" src="http://i.imgur.com/WUVQujm.png" style="width: 500px; height: 375px;" /></center>
</p><br /><br /><a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>still-plenty-of-'online-only'-hate-available!</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130307/14574822243</wfw:commentRss>
</item>
<item>
<pubDate>Wed, 6 Mar 2013 05:49:14 PST</pubDate>
<title>Launch Day Punishment: SimCity's Online-Only DRM Locking Purchasers Out Of Servers, Purchases</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml</link>
<guid>http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml</guid>
<description><![CDATA[ <p>
A few months ago, the SimCity devs stopped by Reddit <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">for an AMA</a> and found themselves fielding several questions about EA's plans to release the game with an "always online" requirement. Requiring an internet connection to play a game, even in single-player mode, has been utilized by more than one company, often with <a href="http://www.techdirt.com/articles/20120724/20095919818/german-consumer-group-not-happy-with-diablo-3-internet-requirements.shtml" target="_blank">disastrous results</a>. Still, game companies continue to craft software with this requirement, mostly for anti-piracy reasons, although they often play up the "social" aspects as a sort of (completely transparent) smokescreen.
<br /><br />
As was pointed out by several Redditors during the AMA, the online requirement was ridiculous and seriously inhibited playability. For one, no one's internet connection is perfectly reliable. Secondly, SimCity was going further than most games, allowing only <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gmhqu" target="_blank">server-side saves</a>, meaning that players could easily lose progress if their connections dropped.
<br /><br />
Six weeks later, a different Redditor signed up for SimCity's closed beta. Even in this limited release, servers were swamped and EA's infrastructure couldn't handle the traffic, something that didn't bode well for the massive amount of players looking forward to playing the full version when it finally launched. The Redditor <a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml" target="_blank">pointed this out</a> to EA in a lengthy, well-worded forum post that cited previous issues with other online-only game launches that had gone horribly.
<br /><br />
This brings us up to date and, now, SimCity has finally been released. One eager SimCity fan (and Redditor), who pre-ordered the game. <a href="http://www.reddit.com/r/Games/comments/19p4ks/thought_id_play_a_bit_more_simcity_before_bed/" target="_blank">thought he'd put a little playtime in before bed, and ran head on into this dialog box</a>:
<br />
<center><img alt="" src="http://i.imgur.com/yj8h0DJ.jpg" style="width: 500px; height: 320px;" /></center>
<br />
So, the reality is even worse than previously indicated. Not only are your saved games server-side only and an internet connection required to simply fire up the game, but <i>every</i> game is "multiplayer," whether you're interested in playing socially or not, and <i>every</i> game requires an open server slot.
<br /><br />
As the Redditor points out, this simply isn't an acceptable situation:
<blockquote>
<i>I figured from everything I'd read that the always-on part of the game simply required an internet connection, not a slot on a server like I'm about to PvP or something. I'd be more understanding if I could just play my private region by myself like I intended.</i></blockquote>
While many people were aware of the online-only requirement, this aspect of the game seems to have been completely underplayed. Why should a paying customer be forced to wait in line for an open server slot? This is a much more onerous requirement than simply requiring an online connection to verify software authenticity. Sure, it's meant to be a social game where people can visit the cities of others, but there should be <i>some</i> option for those wanting to play a "private" game.
<br /><br />
EA had to have some idea of how much its servers were going be hammered after the issues it experienced during the closed beta. No one's expecting launch day to go flawlessly, but if you're going to require an internet connection that's reliant on open slots on regional servers, you are going to make <i>paying customers</i> very angry. Many of the people experiencing these problems paid for this game weeks or months ago and are having their loyalty rewarded with half-hour waits to spin the wheel on <i>possibly</i> accessing an open slot.
<br /><br />
Not only are paying customers being locked out of playing the game they purchased, but other purchasers are still waiting for their downloads to complete or have their purchases authenticated and unlocked. The authentication servers are being hammered so badly that, <a href="https://www.youtube.com/watch?feature=player_detailpage&#038;v=RUl_Cj2_KWU#t=196s" target="_blank">according to TotalBiscuit's "review" video</a>, people with pre-orders are purchasing second copies because these new purchases are unlocking immediately, while authentification of their pre-ordered copies is still seriously delayed.
<br /><br />
Now, some people may ask, after viewing this dialog box, "Why not just play on another server with more open slots?" Well, therein lies another piece of bad news for SimCity players. Should you have actually managed to get online and start a city, you'll be exceedingly disappointed (and possibly homicidal) to discover that saved games <i>DO NOT</i> transfer between servers.
<br /><br />
This all adds up to another spectacular DRM failure. When discussing piracy, game companies like to point out that a majority of their sales occur shortly after release, making these first few weeks critical to the success of the title. This critical sales period is used to justify DRM measures because, while every piece of software will eventually be cracked, anything that delays this inevitability results in a few more sales.
<br /><br />
Sadly though, this same crucial sales period is when EA will be punishing its <i>paying</i> customers the most. By refusing to allow single players to start private, unconnected games (in case of a lost or unavailable connection), it's now racing around putting out server fires. Using the launch day traffic surge as an excuse for unplayable/unauthenticated purchases is not acceptable. EA <i>knew </i>the game would be popular. It even had advance warning thanks to the large number of pre-orders. But it's kind of hard to teach a company a lesson about DRM hurting paying customers when it already has their money.
<br /><br />
For EA, this works out nearly perfectly. Sure, it's probably not evil enough to want players locked out for hours on end, but it probably considers these "hiccups" a small price to pay to keep piracy to a (temporary) minimum. Of course, considering someone else (the customer) is actually paying that price, it's really not sacrificing anything at all.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>look-at-all-these-pirates-it's-hurting!</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130305/14551022206</wfw:commentRss>
</item>
<item>
<pubDate>Wed, 13 Feb 2013 07:39:13 PST</pubDate>
<title>Florida Lawmakers Try To Stop Subsidizing Videogames; Send That Money To Hollywood Instead</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130212/18515621957/florida-lawmakers-try-to-stop-subsidizing-videogames-send-that-money-to-hollywood-instead.shtml</link>
<guid>http://www.techdirt.com/articles/20130212/18515621957/florida-lawmakers-try-to-stop-subsidizing-videogames-send-that-money-to-hollywood-instead.shtml</guid>
<description><![CDATA[ <a href="http://reason.com/24-7/2013/02/11/fla-lawmakers-worry-about-tax-breaks-for" target="_blank">Florida legislators are looking to dial back the tax credits</a> they've been handing out to Electronic Arts over the past couple of years, citing concerns that <a href="http://www.orlandosentinel.com/os-cfb-cover-incentives-0211-20130210,0,2156757.story" target="_blank">"people sitting at computer terminals" just aren't bringing in enough taxable revenue</a>.
<blockquote>
<i>"Can you tell me why video games need a tax incentive?" Sen. Eleanor Sobel, D-Hollywood, asked Department of Economic Opportunity Executive Director Jesse Panuccio at one point.</i><br />
<br />
<i>"I just don't see video games as an issue that's going to bring a lot of people to Florida and [bring] big expenditures," added state Sen. Gwen Margolis, D-Coconut Grove.</i></blockquote>
They may be right -- these tax incentives aren't paying off. After all, EA received $9.1 million during the 2011-12 fiscal year and is looking to score another $14.5 million to underwrite (full retail price!) roster updates for Madden NFL, NCAA Football and the latest iteration of Tiger Woods PGA Tour. EA, which has been in Central Florida since long before the subsidy train started rolling, defended its grab of state incentives by saying the money has "motivated the company to expand its Central Florida workforce during the last three years." That may be true about the <i>last three years</i>, but as is pointed out elsewhere in the article, EA employs <i>fewer</i> people today than it did in 2007.<br />
<br />
Don't get me wrong. I don't think EA should be given tax breaks and other incentives in order to continue operating in Florida. In fact, I'm of the opinion that if a business needs subsidies to get by, it's probably not much of a business. However, they are a fact of life at this point, and giving businesses a tax break to move to your state is a powerful persuader. Many locales compete for the affections (and taxable revenue) of large companies, throwing larger and larger amounts money at them in hopes of a decent return on their investment.<br />
<br />
If these legislators want to drop the subsidies, more power to them. Unfortunately, they don't want to get rid of subsidies. They just want to throw the money in another direction.
<blockquote>
<i>"To have such a concentration of it going to games &mdash; I mean, people sitting at computer terminals &mdash; I'm not sure most of us really think that's film," said state Sen. Jack Latvala, R-Clearwater. "Film is movies. &hellip; People have to hire a lot of folks and they have meals and have to stay in a hotel room."</i><br />
<br />
<i>"I think we ought to be focused on those kinds of things [rather] than games," he added.</i><br />
<br />
<i>"Do you consider any difference if a company is already situated in Florida and has a stable workforce, compared to a company that comes into the state and hires people that might not be hired otherwise, purchases food for the people they've hired, provides lodging for them?" [Sen. Geraldine] Thompson asked.</i></blockquote>
Oh, I see. You just want to take these extraneous fiscal crutches and offer them to a <i>different</i> member of the entertainment industry. This doesn't really change anything. Sure, legislators <i>want</i> to believe that a big Hollywood production will boost the local economy for the duration of the shooting, but prior experience shows that Hollywood-aimed subsidies rarely improve the financial situation of anyone other than the studio receiving them.<br />
<br />
<a href="http://www.techdirt.com/articles/20121205/09153021240/state-subsidies-to-hollywood-almost-every-program-has-been-dismal-failure-costing-taxpayers.shtml" target="_blank">As was previously covered here</a>, a study showed that nearly every subsidy program developed to attract motion picture studios to various locations has turned out to be a losing proposition. Most of the states studied recovered less than $0.25 on every tax dollar invested. Why? Because when a studio rolls into town to shoot a movie, it brings in a lot of its own talent. Sure, there are some temporary bumps to food and housing income, but when it's all said and done, the studios roll out of town slightly richer, leaving their hosts stuck with the bill.<br />
<br />
Despite these losses, states continue to wave ever-increasing amounts of money in the air while shouting "Pick me!" at every passing entertainment concern, gambling away their constituents' tax dollars. Florida's legislators seem to be no different. They've mistaken movie studios for good-natured philanthropists and written off "people sitting at computer terminals" as a drain on the economy. It's a "spend money to make money" plan that has failed to pay off time and time again. All these legislators are arguing over is on which losing horse they should put their money.<br /><br /><a href="http://www.techdirt.com/articles/20130212/18515621957/florida-lawmakers-try-to-stop-subsidizing-videogames-send-that-money-to-hollywood-instead.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130212/18515621957/florida-lawmakers-try-to-stop-subsidizing-videogames-send-that-money-to-hollywood-instead.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130212/18515621957/florida-lawmakers-try-to-stop-subsidizing-videogames-send-that-money-to-hollywood-instead.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>we-NEED-to-throw-this-money-down-a-hole,-but-WHICH-ONE?</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130212/18515621957</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 8 Feb 2013 14:00:17 PST</pubDate>
<title>Lawsuit Over Video Game Rights Might Kill The NCAA But Not The System</title>
<dc:creator>Above The Law</dc:creator>
<link>http://www.techdirt.com/articles/20130207/15002421913/lawsuit-over-video-game-rights-might-kill-ncaa-not-system.shtml</link>
<guid>http://www.techdirt.com/articles/20130207/15002421913/lawsuit-over-video-game-rights-might-kill-ncaa-not-system.shtml</guid>
<description><![CDATA[ <div style="text-align:center;padding:8px;margin:0 0 7px 15px;border:2px solid #bbb;float:right;line-height:1.2;">
<i style="font-weight:bold;color:#666;font-size:90%;">Cross-posted from</i><br />
<a href="http://abovethelaw.com/" target="_blank"><img src="http://i.imgur.com/RvpZD0T.jpg" width="110" title="Above The Law" style="margin:6px 0 0 0;" /></a>
</div>
I don't particularly like the NCAA and <a href="http://abovethelaw.com/2013/01/pennsylvania-governor-and-ncaa-go-to-court-to-cover-their-own-asses/">I enjoy their legal difficulties</a> as much as the next guy. As a devout college sports fan, the usually arbitrary and always backward business side of the NCAA (including the affiliated schools and "non-profit" bowl associations) causes me great consternation.
<p>Apparently, the incomparable Charles P. Pierce <a href="http://www.grantland.com/story/_/id/8914700/ed-obannon-vs-ncaa">shares my disdain</a> for the lumbering excuse for a fair and credible sanctioning body that currently governs collegiate athletics.</p>
<p>In a sharp Grantland piece, Pierce revisits the Ed O'Bannon-led class-action case against the NCAA and video game manufacturer EA over their combined efforts to profit in perpetuity from the likenesses of unpaid "student ath-o-letes." (Take it away <a href="http://www.southparkstudios.com/clips/387407/stu-dent-ath-o-leets">Eric Cartman</a>!) But I think Pierce is overselling the extent to which a possible O'Bannon victory would really change the college sports landscape....</p>

<p>By way of background, Ed O'Bannon is a former UCLA and pre-Brooklyn Nets basketball player who had retired from the game. It came to his attention that the NCAA had licensed his likeness to EA to make approximately a gajillion dollars selling video games featuring "classic" teams like O'Bannon's 1996 UCLA Bruins. O'Bannon felt -- and he was later joined by basketball legends like Bill Russell and Oscar Robertson, who were stunned to learn a) that they were in a video game and b) what a video game was -- that this seemed a little far afield of putting his likeness on a calendar in 1995, which is what he reasonably assumed he was authorizing the NCAA to do when he signed away his rights to profit from the marketing of his collegiate career when he was all of 18 years old.</p>
<p>O'Bannon filed suit in 2009, alleging that the NCAA violated the Sherman Antitrust Act when they forced him to sign a waiver giving up his rights to profit from representations of his collegiate career. As <a href="http://www.sbnation.com/college-football/2013/1/31/3934886/ncaa-lawsuit-ed-obannon">Robert Wheel</a> of SBNation explains:</p>
<blockquote><i><p>O'Bannon is alleging that if the NCAA didn't force him to sign this contract, then he could have gotten money from someone else (say, an EA competitor) to use his likeness. Thus, it essentially fixed the price of using his image at zero. Even if you consider players' scholarships adequate payment for their services, this still artificially depresses how much they're paid. If a judge agrees, the waiver would be considered an illegal restraint of trade under the act.</p></i></blockquote>
<p>And now O'Bannon and his lawyers are seeking to certify a class of all former athletes used in this way for a trial next year (courts have held that maintaining the amateur status of current student athletes is a laudable enough goal <a href="http://winthropintelligence.com/2012/05/06/student-athlete-licensing-program-how-could-it-happen-and-what-are-the-elements/#note-442-11">to justify the NCAA robbing current athletes</a> of the fruits of their potentially debilitating labor, so this case only deals with former athletes).</p>
<p>Which brings us to Charles Pierce's piece. You see, <a href="http://en.wikipedia.org/wiki/Claudia_Ann_Wilken">Judge Claudia Wilken</a> of the Northern District of California just denied the defendants' motion to end the class certification process on the grounds that the plaintiffs have changed their legal strategy. Judge Wilken basically asked, "So?" and the defendants had no response. Pierce contends that this legal setback for the NCAA, along with recent NCAA retreats on the issue of stipends for players, portends an extinction-level event for college sports.</p>
<blockquote><i><p>By and large, the people charged with running our various sports conglomerates have proven through history to be as incapable of taking the long view of their own survival as the average brachiosaurus was. They blunder around, eating whatever comes under their noses, trampling the scenery and hooting loudly into the wind. They never see the meteor coming. &#8230;</p>
<p>For the NCAA to survive in its current form, it has to win this lawsuit or get the lawsuit dismissed. There&#8217;s no third alternative. The NCAA can&#8217;t settle and then go back to the <em>status quo ante</em>. It can&#8217;t pay off O'Bannon and Russell and Robertson and all the rest of them, and then start business as usual again as regards Cody Zeller or Kenny Boynton. If it loses the lawsuit, the effect on the NCAA's financial structure would be profound. About which, at this point, the device has not yet been invented capable of measuring how little I care. Instead, I stand aside and listen to the stomping and the hooting from the thick Cretaceous rain forest, which is just loud enough to drown out the high whistling sound of something coming down from the sky.</p></i></blockquote>

<p>I'm not sure comparing the NCAA to the dinosaurs makes much sense. The dinosaurs were wiped out entirely and a new world order replaced their presence. The elimination of the NCAA is more akin to the extinction of the Dodo bird: the weakest, most ineffectual player on the evolutionary stage will saunter off while the crazy dudes with guns and hunting dogs remain on top.</p>
<p>Or maybe Pierce is right about the extent of the mass extinction... but he forgets that the elite athletic departments and conferences aren't the dinosaurs, they&#8217;re the cockroaches. I just don't trust these folks to go quietly into the night. They'll let the NCAA take this hit regarding past licensing of "classic team" likenesses and then come up with some new regime where the individual schools capture all the revenue from licensing their own classic teams through bi-lateral agreements with manufacturers to create some semblance of a competitive market for these likenesses and go on exploiting the next generation of future former athletes.</p>
<p>Would that survive legal scrutiny? Maybe not, but the big power players in the sport will happily drag out the issue as long as possible to capture as much profit as possible, even at the expense of the weaker sports schools who would lose out without the NCAA dividing the licensing pot. But for a major athletic department, this is no time for communism! There's <a href="http://sportsillustrated.cnn.com/2010/writers/andy_staples/02/16/conference-realignment/index.html">already a roadmap</a> out there to ditch the NCAA and kill off the weaker sports schools leaching off the strong.</p>
<p>So the NCAA might die, but for the players themselves, the motto would be "meet the new boss, same as the old boss."</p>
<p><a href="http://www.grantland.com/story/_/id/8914700/ed-obannon-vs-ncaa">The O&#8217;Bannon Decision</a> [Grantland]<br />
<a href="http://www.sbnation.com/college-football/2013/1/31/3934886/ncaa-lawsuit-ed-obannon">Ed O&#8217;Bannon vs. the NCAA: The antitrust lawsuit explained</a> [SBNation]<br />
<a href="http://winthropintelligence.com/2012/05/06/student-athlete-licensing-program-how-could-it-happen-and-what-are-the-elements/">NCAA Student-Athlete Licensing Program &#8212; How Could It Happen and What Are the Elements?</a> [Winthrop Intelligence]
<br /><br />
<b>More stories from <a href="http://abovethelaw.com/" target="_blank">Above The Law</a>:</b>
<ul>
<li><a href="http://abovethelaw.com/2013/02/when-luddites-handle-cyber-security-you-end-up-with-american-law-firms/" target="_blank">When Luddites Handle Cyber Security, You End Up With American Law Firms</a>
</li><li><a href="http://abovethelaw.com/2013/02/the-practice-blogging-and-other-social-media-like-a-search-engine-whore/" target="_blank">The Practice: Blogging And Other Social Media, Like A Search Engine Whore</a>
</li><li><a href="http://abovethelaw.com/2013/02/quote-of-the-day-trumps-lawyers-may-be-fired-over-this/" target="_blank">Quote of the Day: Trump&#8217;s Lawyers May Be &#8216;FIRED!&#8217; Over This</a>
</li></ul>
</p><br /><br /><a href="http://www.techdirt.com/articles/20130207/15002421913/lawsuit-over-video-game-rights-might-kill-ncaa-not-system.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130207/15002421913/lawsuit-over-video-game-rights-might-kill-ncaa-not-system.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130207/15002421913/lawsuit-over-video-game-rights-might-kill-ncaa-not-system.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>the-system-always-lives-on</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130207/15002421913</wfw:commentRss>
</item>
<item>
<pubDate>Tue, 29 Jan 2013 07:33:13 PST</pubDate>
<title>Redditor Points Out The Flaws In SimCity's Online-Only DRM, Gets Banned By EA For His Troubles [UPDATED]</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml</link>
<guid>http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml</guid>
<description><![CDATA[ <b>UPDATE:</b><br />
<br />
According to EA&#39;s representatives, this ban was the unfortunate result of a gitch in their system <a href="http://www.reddit.com/r/gaming/comments/17e1ap/result_of_my_previous_ea_ahq_ban_post/" target="_blank">which banned several members who had opted out of receiving email from EA</a>. Full response posted below:
<blockquote>
<i>Hi Puppier,</i></blockquote>
<blockquote>
<i>I made a post in reply on both imgur and your reddit post, but I just wanted you to know that we&#39;ve lifted your ban on AHQ. As you know, the system is sending out a lot of emails and it looks like you opted out of receiving mails from us, which for some reason is banning users. There&#39;s a few posts on it, for example here <a href="http://answers.ea.com/t5/Technical-Problems/Problem-with-Answer-HQ-banned-because-I-tried-to-stop-getting/m-p/419214/highlight/true#M1430" target="_blank">http://answers.ea.com/t5/Technical-Problems/Problem-with-Answer-HQ-banned-because-I-tried-to-stop-getting/m-p/419214/highlight/true#M1430</a>. It&#39;s not the biggest thread, but it&#39;s the first I could get to.</i><br />
<br />
<i>The team is working to fix the bug, but in the interim I actually have one member sitting scanning our logs for anyone that opts out, so we can unban them as quickly as possible.</i><br />
<br />
<i>Apologies again - as you mentioned. There&#39;s a lot of similar feedback to yours that hasn&#39;t been removed from the forums and the authors banned.</i><br />
<br />
<i>Feel free to give me a shout with any other feedback you have. I&#39;ll personally make sure it gets to the right people to make up for the annoyance.</i><br />
<br />
<i>Cheers,<br />
Chris.</i></blockquote>
&nbsp;<br />
<br />
Electronic Arts makes some very popular games and some very respected games, but for the past few years, it&#39;s been finding itself at the top of Consumerist&#39;s annual "<a href="http://consumerist.com/2012/04/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012/" target="_blank">Worst Company in America</a>" list. And for good reason.<br />
<br />
A few weeks back, we discussed <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">EA&#39;s upcoming SimCity game</a>, which is going to be crippled by an always-on DRM scheme masquerading as online multiplayer. Some unsuspecting SimCity developers fired up an AMA (Ask Me Anything), only to find themselves trying in vain to defend a system that maintains your save state online, rather than locally. In addition to "stopping" piracy, this "feature" helps "extend gameplay" by forcing you to redo your moves should sunspots or whatever occur. The Redditors, needless to say, ate them alive and sent their remains back with a message for their bosses: drop the DRM or you won&#39;t be seeing our money.<br />
<br />
EA, of course, cares not for little things like angry potential customers or, for that matter, being a company people trust and respect. For every step forward, it has taken giant leaps backwards. Just recently, <a href="http://www.rockpapershotgun.com/2013/01/19/simcity-headed-to-demo-beta-town-next-week/" target="_blank">it held a closed beta to do some last-minute bug testing on the new SimCity</a>. All well and good, except that <a href="http://www.rockpapershotgun.com/2013/01/22/bizarre-ea-threatens-bans-for-unreported-simcity-bugs/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29" target="_blank">it threatened to ban users from <i>all</i> EA games should they fail to report a bug</a>.
<blockquote>
<i>&ldquo;It is understood and agreed that, as part of your participation in the Beta Program, it is your responsibility to report all known bugs, abuse of &lsquo;bugs&rsquo;, &lsquo;undocumented features&rsquo; or other defects and problems related to the Game and Beta Software to EA as soon as they are found (&lsquo;Bugs&rsquo;). If you know about a Bug or have heard about a Bug and fail to report the Bug to EA, we reserve the right to treat you no differently from someone who abuses the Bug. <b>You acknowledge that EA reserve the right to lock anyone caught abusing a Bug out of all EA products</b>.&rdquo;</i></blockquote>
This went over about as well as any banhammer reliant on proving a negative -- the uproar began moments thereafter, leading EA to walk back this threat within 24 hours. <a href="http://www.rockpapershotgun.com/2013/01/23/ea-wont-ban-for-simcity-bugs-eula-changes-inbound/" target="_blank">EA released this incredulous, self-serving statement that basically said it was shocked (<u><i>shocked</i></u>!)</a> that anyone would suggest it would perma-ban its potential customers.
<blockquote>
<i>&ldquo;We have never taken away access to a player&rsquo;s games for not reporting a bug, and quite simply it&rsquo;s not something we would ever do&hellip; The clause in the EA Beta Agreement for the SimCity beta was intended to prohibit players from using known exploits to their advantage. However, the language as included is too broad. We are now updating the Beta Agreement to remove this point.&rdquo;</i></blockquote>
Uh-huh. Nothing you would ever do&nbsp;<i>now that you&#39;ve been caught</i>.<br />
<br />
But EA&#39;s not done wielding the banhammer, as one Redditor attempting to login to the beta discovered over the weekend. After waiting over <i>three hours</i> for the software to authenticate, <a href="http://www.reddit.com/r/gaming/comments/17c6g4/why_i_wont_be_buying_simcity/" target="_blank">he posted a very valid, very tame and very constructive bit of criticism to their forums</a>. (<a href="http://webcache.googleusercontent.com/search?q=cache:Y48LvBtM0PgJ:answers.ea.com/t5/General-Discussion/EA-is-Suffering-from-the-Issues-of-Always-Online/td-p/418246+&amp;cd=1&amp;hl=en&amp;ct=clnk&amp;gl=us" target="_blank">Original post via Google cache here</a>.)
<blockquote>
<i>Back during the Steam Summer Sale, Ubisoft&#39;s always-online DRM servers encounter countless errors the inhibited people from playing the game (<a href="http://www.rockpapershotgun.com/2012/07/16/udontplay-ubidrm-servers-wobble-during-steam-sale/" target="_blank">Story</a>). This is one of several issues game publishers have suffered after having always-online DRM (other than the general player irritation). Although it is annoying that we have to have multiplayer and be online for a single-player game, technical issues also arise, because servers will, inevitably go down at some point.</i><br />
<br />
<i><b>Frankly, I wouldn&#39;t mind being always online if it weren&#39;t for all the technical complications</b>, I have purchased the game and as long as I can play it, I&#39;m good. But that is not the case. Instead we wait through countless errors and server delays in order to play the game. If these kind of issues exist during a <b>closed</b> beta, imagine the delays during the actual launch and the days after. Blizzard suffered the same fate after the launch of a Diablo 3 patch (<a href="http://www.rockpapershotgun.com/2012/05/30/devil-in-the-machine-error-37-returns-to-diablo/" target="_blank">Story</a>).</i><br />
<br />
<i>The repercussions of this? Bad ratings. Although Diablo 3 received generally favorable critic scores, the players rated it at only 3.8/10 (<a href="http://www.metacritic.com/game/pc/diablo-iii" target="_blank">Source</a>). Although you will of course, have buyers, there is always someone dedicated enough to play a game, no matter the costs, bad ratings will turn away even the most dedicated players. <b>And if the issues seen in the closed Beta servers (I&#39;ve been waiting 45 minutes to log in already and others have been waiting much longer) remain during the official launch, the ratings will undoubtedly suffer</b>. Although I have always been a huge SimCity fan, I am beginning to question whether I will buy this game, and as a result these ratings will decide whether myself and many others will spend our money on SimCity.</i><br />
<br />
<i>As I said, I <b>would be able to tolerate SimCity&#39;s always-online DRM if it worked</b>. But from the way it looks right now, <b>it doesn&#39;t</b>. If you are not willing to pour enough money into getting large amounts of log in and authentication servers, please remove the always online or add a way for us to play offline in only-offline cities. Other wise, <b>you will turn away large groups of buyers and also large amounts of money</b>.</i><br />
<br />
<i>Although you are trying to prevent piracy, which is something I am firmly am against (piracy), you have caught normal and legal players in the crossfire. <b>The easiest (and best) way to prevent piracy is make a better game</b>. If you make the game accessible and easier to play, you will attract more people into purchasing it. If you don&#39;t, you will turn away players and give people "reasons" to pirate your games. I am willing to spend money on SimCity if it is good, many others feel the same way. <b>Don&#39;t ruin our dedication by putting us in the crossfire of your "war on piracy".</b></i><br />
<br />
<i>If you get your authentications servers not simply adequate, but <b>also above and beyond what is necessary</b>, more and more players will buy and enjoy your game. However you must also weigh the benefits. Even if you make a small amount of extra money by instituting an always-online policy, <b>you will have to keep spending money to keep these authentication servers up</b>. This may, in the long run, negate the amount of money you gained from the policy. <b>So make sure you are ready to have servers and keep servers, otherwise you will be in for a lot of trouble</b>.</i><br />
<br />
<i>Thank you,<br />
Puppier</i></blockquote>
To most people, this would seem like a valid complaint that makes several good points. One, sacrificing your customer base on the altar of piracy prevention seldom makes sense, especially considering the pirated version will be free of all the issues plaguing the paying players. Two, if you can&#39;t balance server loads on a closed beta, how on earth are you planning to handle launch day? Considering SimCity will be online only, you&#39;d think EA would have its server issues at a minimum. Paying customers aren&#39;t going to be very happy with a $50-60 piece of software that does nothing more than attempt to authenticate for hours on end. All in all, a thoughtful post that highlights what exactly is <i>wrong</i> with the DRM EA has built into the software.<br />
<br />
Here&#39;s EA&#39;s reply. No email. No answer in the forums. Just this.<br />
&nbsp;
<center>
<img alt="" src="http://i.imgur.com/SHqwCgJ.png" style="width: 500px; height: 163px;" /></center>
<p>
<br />
(In case you can&#39;t read the fine print, it says "We&#39;re sorry, but you have been banned from using this site.")<br />
<br />
If EA&#39;s wondering how it could have outmaneuvered Bank of America in a race to the bottom, reputation-wise, it needs look no further than this. When an entertainment company is chosen by 64% of 250,000 voters as being <i>worse</i> than an entity that <a href="http://en.wikipedia.org/wiki/Bank_of_America#Consumer_credit_controversies" target="_blank">doubled its customers&#39; interest rates for no apparent reason</a> and allegedly <a href="http://en.wikipedia.org/wiki/Bank_of_America#Fraud" target="_blank">cost taxpayers more than $1 billion</a> when it sold toxic mortgages to Fannie Mae and Freddie Mac, there&#39;s a serious flaw in that company&#39;s relationship with its customers.<br />
<br />
Callous actions like this only serve to further cement EA&#39;s reputation as one of the worst companies in America. Legitimate complaints should never result in banning. Even if EA isn&#39;t interested in hearing the downside of its "always-on" DRM, it should at least have the broad shoulders to take the criticism without behaving like thin-skinned thug.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>well,-that's-ONE-way-to-handle-a-legitimate-complaint</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130127/19023721799</wfw:commentRss>
</item>
<item>
<pubDate>Mon, 17 Dec 2012 11:47:25 PST</pubDate>
<title>SimCity Developers' Reddit AMA Swiftly Turns Into WTF With The Online-Only DRM?</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml</guid>
<description><![CDATA[ <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/" target="_blank">The developers of the latest SimCity learned a valuable lesson Friday during a Reddit AMA</a>, one that will hopefully be passed on to other developers: people -- you know, the downstream consumers you&#39;re hoping will purchase your software? They hatehatehatehatehatehatehate<i>HATE</i> DRM.<br />
<br />
EA, the publisher of SimCity, has seen fit to up the annoyance factor on legally purchased copies of the game by requiring an internet connection to play the latest title in the series, even in single player mode, and funneling the users through its <a href="http://www.techdirt.com/articles/20110825/17454015690/eas-origin-service-wants-to-exchange-games-your-personal-data.shtml" target="_blank">horrendous Origin "service</a>." Not only that, but players&#39; games are saved <i>online</i>, so if you lose the connection, not only will you be prevented from playing your purchased game, but you&#39;ll be back at whatever point you were at when your service died.<br />
<br />
The top voted question/comment <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gksxj" target="_blank">digs right into the heart of the DRM issue</a>:
<blockquote>
<i>What will happen to the game if I am playing and lose my internet connection - will the game still be playable and update the servers when my internet connection resumes or will it pause and wait for the connection?</i><br />
<br />
<i>As I have unreliable internet at times if I were to lose a connection and play for a while longer (assuming I would be able to continue to play) would my changes be saved locally in case my internet connection does not come back up before I need to stop playing (and then be uploaded when I next start the game).</i><br />
<br />
<i>I love what the game is looking like and look forward to the multi-player region games, but as you can tell I am concerned about what happens if my internet connection decides to drop for a few hours.</i></blockquote>
The first answer back, from Kip Katsarelis (Senior Producer)<a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gmgae" target="_blank"> was far from comforting</a>:
<blockquote>
<i>Sorry, I replied to it below. Not avoiding. Here was the reply...</i><br />
<br />
<i>"I actually just ran over to our online engineering team to get the latest info. We do handle "short" internet outages gracefully. Meaning, if your internet goes out while you&#39;re logged in and playing the game, we can can recover gracefully. You shouldn&#39;t notice a thing. "Short" is still being defined."</i></blockquote>
At least Katsarelis somewhat acknowledges that the term "short" is woefully undefined. And whether or not players "notice a thing" isn&#39;t really the sort of issue that should be getting sorted during an informal Q&#038;A. While that answer was less than satisfactory, <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gmhqu" target="_blank">Kip&#39;s followup was downright laughable</a>.
<blockquote>
<i>We will allow you to play for as long as we can preserve your game state. This will most likely be minutes.</i></blockquote>
The response to that bit of "online imagineering" <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gmj6n" target="_blank">was full of win, however</a>.
<blockquote>
<i>My computer happens to have a hard drive that&#39;s suitable for preserving game state. Should I consider buying your game, or is it crippled to online-only?</i></blockquote>
It&#39;s not as though the "paying customers hate DRM" is a new development. It has been this way for years and paying customers have expressed their displeasure with being handed crippled software in exchange for perfectly functioning money, while those who have acquired the same software for free use the software much in the manner you would expect the <i>paying</i>&nbsp;customer to be able to: on his or her own terms, online connection or no. It&#39;s gotten bad enough that even EA&#39;s&nbsp;<a href="http://www.techdirt.com/articles/20100326/1637388740.shtml" target="_blank"><i>own employees</i></a> are annoyed with DRM "solutions."<br />
<br />
A helpful Redditor <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gnxdy" target="_blank">compiled all the anti-DRM comments from the AMA</a> into an easy-to-read, linked, multi-author screed on the unpopularity of online-connection-required DRM. Perhaps SimCity&#39;s devs can run this up the chain to EA in the small hope that a list of disgruntled potential customers might persuade the publisher to drop the online/Origin requirement before SimCity&#39;s release in March. It&#39;s highly doubtful this will work, as <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gnnyw" target="_blank">EA&#39;s president has stated</a> that all EA games will include "online applications and digital services." If one was optimistic and a bit naive, it almost sounds like EA wants a connected community that expands the fanbase through social media. If one is firmly grounded in reality, however, it&#39;s just another way to say "all games will include some form of online-only <strike>component</strike> DRM."<br />
<br />
So, very possibly, no lessons will be learned. People will go and pirate themselves a working version of SimCity, which will lead EA to believe that EVEN MORE DRM is required for the next iteration, which will piss off the next set of gamers, leading to more cracked, functional versions downloaded, and so on, until either a.) all piracy is eradicated (thru some sort of black magic[k] ceremony involving Chris Dodd, Cary Sherman, the remaining members of the BSA and the exhumed corpse of Sonny Bono) or b.) EA (and companies like it) stop dumping crippled software on customers in hopes of making absolutely no discernible dent in piracy levels.<br /><br /><a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>unsurprisingly-unpopular</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20121214/16262621391</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 9 Nov 2012 14:55:55 PST</pubDate>
<title>Navy SEALs Lose Their Military Careers By Consulting With EA On Videogame</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20121109/08261420986/navy-seals-lose-their-military-careers-consulting-with-ea-videogame.shtml</link>
<guid>http://www.techdirt.com/articles/20121109/08261420986/navy-seals-lose-their-military-careers-consulting-with-ea-videogame.shtml</guid>
<description><![CDATA[ The Navy SEALs, specifically SEAL Team 6, forever cemented their already laudible place in American history when they killed former public enemy number one Osama bin Laden. Since then, their notoriety has landed the special forces group in the news several times, whether it was when Disney attempted to <a href="http://www.techdirt.com/articles/20110513/16472514270/disney-trademarks-seal-team-6-two-days-after-seal-team-6-kills-bin-laden.shtml">trademark</a> their name (and later <a href="http://www.techdirt.com/articles/20110525/23091614439/disney-withdraws-trademark-app-seal-team-6.shtml">dropped</a> it), or the controversey over a former SEAL releasing <a href="http://security.blogs.cnn.com/2012/09/09/seals-osama-bin-laden-book-sheds-light-on-ambien-use-in-military/">a book</a> about the bin Laden raid.
<br /><br />
Now, unfortunately, seven active duty members of SEAL Team 6, including one that was on the bin Laden raid, will <a href="http://security.blogs.cnn.com/2012/11/09/navy-seals-busted-for-giving-secrets-to-make-video-game-more-real/?hpt=hp_t3">effectively have their military careers ended</a> for consulting with Electronic Arts on their recently released <a href="http://en.wikipedia.org/wiki/Medal_of_Honor:_Warfighter">Medal of Honor: Warfighter</a> game without having the work authorized by the Navy.
<blockquote>
<i>The seven were charged with the unauthorized showing of their official combat gear and dereliction of duty for disclosing classified material after an investigation found the seven to have worked as paid consultants for two days with the video game company Electronic Arts, according to a U.S. Navy official familiar with the investigation.</i>
<br /><br />
<i>The seven, all senior enlisted sailors, received their punishment Thursday at their base in Virginia. All seven were given a letter of reprimand and their pay taken for two months. The move essentially prevents their chances for promotion and ends their military careers.</i>
</blockquote>
Even knowing as little as I do about being a Navy SEAL, it&#39;s difficult to critique the Navy brass for being upset. The showing of gear and unauthorized consulting may not seem like a huge deal to civilians, but SEAL Team 6 enjoys the absolute front line of the latest and greatest equipment the Navy deploys. In fact, the technical name for the group is actually the US Naval Special Warfare Development Group (DEVGRU). Showing off the highly classified gear they use is a big deal.
<br /><br />
That said, it&#39;s sad to see the careers of 7 SEALs ended over this, but it will also be interesting to see if this story Streisands EA&#39;s recently released game into skyrocketing sales.<br /><br /><a href="http://www.techdirt.com/articles/20121109/08261420986/navy-seals-lose-their-military-careers-consulting-with-ea-videogame.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20121109/08261420986/navy-seals-lose-their-military-careers-consulting-with-ea-videogame.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20121109/08261420986/navy-seals-lose-their-military-careers-consulting-with-ea-videogame.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>wargames</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20121109/08261420986</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 21 Sep 2012 16:39:16 PDT</pubDate>
<title>Zynga Fires Back At EA With Claims Of Innocence And Accusations Of Wrongdoing On EA's Part</title>
<dc:creator>Zachary Knight</dc:creator>
<link>http://www.techdirt.com/articles/20120919/19282120439/zynga-fires-back-ea-with-claims-innocence-accusations-wrongdoing-eas-part.shtml</link>
<guid>http://www.techdirt.com/articles/20120919/19282120439/zynga-fires-back-ea-with-claims-innocence-accusations-wrongdoing-eas-part.shtml</guid>
<description><![CDATA[ We last left Zynga back in August with EA filing a lawsuit against the casual game company in which EA makes claims of <a href="http://www.techdirt.com/articles/20120806/19331419949/back-forth-cloning-battles-with-zynga-continue-with-new-ea-chapter.shtml">copyright infringement</a>. EA had accused Zynga of cloning its Sims Social game when Zynga made its game, The Ville. Well, Zynga has finally fired back with filings claiming innocence of copyright infringement as well as accusations that EA had <a href="http://www.gamasutra.com/view/news/177745/Zynga_counters_EAs_copyright_suit_with_a_claim_of_its_own.php?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A#.UFp5QWb0GlN" target="_blank">attempted to establish a "no hire" agreement between the two companies</a>.
<br /><br />
In the first filing, Zynga moves to have a bunch of language from EA's filings stricken as it feels that much of it is "redundant, immaterial, impertinent and/or scandalous." It feels that a lot of the information presented, such as third party disputes, games and comments that do not pertain to EA's specific claims of copyright infringement, are simply included to paint Zynga in as negative a light as possible.&nbsp;
<br /><br />
Zynga also specifically rejects the idea that The Ville infringes The Sims Social by attempting to show that much of what EA claims to be infringing is either a natural part of a life sim or part of an evolution in design of other Zynga created games. This can be found in the second filing in which Zynga shows successive screen shots of its games YoVille, Cafe World and The Ville. Each with very similar UI elements.&nbsp;
<br /><br />
Next, Zynga brings in a comparison of Zynga's CityVille and EA's SimCity Social games. It does so to highlight that even EA gives in to tropes and design choices common to the genre it works in. Coming off this, Zynga makes the claim that this lawsuit is nothing more than EA's response to being unable to compete in the social gaming marketplace.
<br /><br />
Finally, we have the third filing in which Zynga makes its most bold claim yet.
<blockquote>
<i>Zynga claims that EA CEO John Riccitiello wanted to establish an illegal "no-hire" agreement with Zynga that would prevent the company from hiring employees away from EA. The filing says Riccitiello had grown upset that many EA employees had moved over to Zynga, and had gone "on the war path" to put an end to the talent bleed.<br />
<br />
The company also says EA filed its lawsuit in August not because it believes Zynga copied The Sims Social, but because the company wanted to discourage its employees from jumping ship.</i></blockquote>
If Zynga's accusation is true, then EA's attempt at establishing such an agreement is serious business. These types of agreements, in which the companies agree not to hire anyone that applies, if they work for the competing company, and will often report the employee to his/her boss, are generally very bad for workers and quite possibly illegal.<br />
<br />
These agreements are so serious that the Department of Justice had been <a href="http://techcrunch.com/2012/01/19/damning-evidence-emerges-in-google-apple-no-poach-antitrust-lawsuit/" target="_blank">investigating a number of tech companies</a>, including Apple and Google, for this practice back in 2010 with evidence finally surfacing earlier this year.<br />
<br />
Of course, EA believes this claim by Zynga is just a smokescreen.
<blockquote>
<i>This is a predictable subterfuge aimed at diverting attention from Zynga's persistent plagiarism of other artists and studios. Zynga would be better served trying to hold onto the shrinking number of employees they've got, rather than suing to acquire more.</i></blockquote>
Regardless of whether these claims are true or not, this shows just how far this legal dispute could go over the coming months. Here we have two powerhouse game companies fighting over something that really in the end will have no bearing on the future of the games industry.<br />
<br />
In the end, what do we actually get out of dragging two companies' reputations through the mud? What will either company get out of winning this lawsuit? If EA wins, it will get to claim that it slayed the big bad cloning monster and Zynga will slink away and only clone the games of much smaller companies. If Zynga wins, the games industry as it is now will continue forward exactly as it had been. Either way, nothing substantial will change. So again, what's the point?<br /><br /><a href="http://www.techdirt.com/articles/20120919/19282120439/zynga-fires-back-ea-with-claims-innocence-accusations-wrongdoing-eas-part.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20120919/19282120439/zynga-fires-back-ea-with-claims-innocence-accusations-wrongdoing-eas-part.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20120919/19282120439/zynga-fires-back-ea-with-claims-innocence-accusations-wrongdoing-eas-part.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>it-wasn't-me,-it-was-the-one-armed-man</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20120919/19282120439</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 7 Sep 2012 03:10:43 PDT</pubDate>
<title>EA: Withholding The Next Great Videogame Franchise For The Next Console Is Good Business</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20120905/12450720286/ea-withholding-next-great-videogame-franchise-next-console-is-good-business.shtml</link>
<guid>http://www.techdirt.com/articles/20120905/12450720286/ea-withholding-next-great-videogame-franchise-next-console-is-good-business.shtml</guid>
<description><![CDATA[ I&#39;ll admit that video game producer Electronic Arts confuses me quite often. Any company their size is going to suffer from some internal conflicting opinions, but as an organization EA sometimes comes off as suffering from multiple personality disorder. One personality says that <a href="http://www.techdirt.com/articles/20120607/08202419240/ea-believes-that-making-lot-money-is-less-important-than-keeping-games-expensive.shtml">sales pricing</a> on games is horrific, while the other embraces <a href="http://www.techdirt.com/articles/20120803/19123219932/strange-turn-affairs-ea-decides-to-recognize-reality-game-pricing.shtml"><i>free</i> games</a>. They&#39;ve shown that they can use <a href="http://www.techdirt.com/articles/20111005/11124816224/ea-sues-ea-over-ea-trademark.shtml">trademark law</a> well, but then manage to swallow a crazy pill when it comes to recognizing how an endless <a href="http://www.techdirt.com/articles/20070709/074348.shtml">stream of sequels</a> hurts their business. That last link is from 2007, when the boss of EA at the time admitted that pumping out sequels instead of original titles was having a negative effect on the bottom line. It seems that in five short years, the new brass at EA forgot that admission.<br />
<br />
Speaking with Games Industry, current&nbsp;President of EA&#39;s labels, Frank Gibeau, discusses the <a href="http://www.gamesindustry.biz/articles/2012-09-03-frank-gibeau-order-chaos-and-a-new-golden-age-of-gaming">chaos of the marketplace and the golden era of gaming</a> he&nbsp;believes is going to come out of it.&nbsp;I&#39;ll admit, there&#39;s some very encouraging stuff in the piece, between once again acknowledging the emerging success of new business models, free to play games, and the power of the internet to massively expand the marketplace for gaming as a whole. That&#39;s all good thinking. But then we get to where he discusses EA&#39;s intellectual property strategy.
<blockquote>
<i>"The time to launch an IP is at the front-end of the hardware cycle, and if you look historically the majority of new IPS are introduced within the first 24 months of each cycle of hardware platforms," Gibeau says. "Right now, we&#39;re working on 3 to 5 new IPs for the next gen, and in this cycle we&#39;ve been directing our innovation into existing franchises.</i><br />
<br />
<i>"As much as there&#39;s a desire for new IP, the market doesn&#39;t reward new IP this late in the cycle; they end up doing okay, but not really breaking through."</i></blockquote>
In case you don&#39;t want to parse through the exec speak, let me break this down for you. EA is actively working on new, original franchises, but they won&#39;t release them until the next generation of consoles comes out. This is under the notion that new franchises released in the middle or late stages of a console&#39;s life are doomed to failure or mediocrity. There are examples of why that outlook shouldn&#39;t be taken as gospel: Pokemon (released 7 years into the original Game Boy&#39;s life), Grand Theft Auto (released roughly 4 years into the original Playstation&#39;s life cycle), Gran Turismo (released roughly 3 years into the original Plastation&#39;s life cycle), or Guitar Hero (released roughly 5 years into the PS2&#39;s life cycle). All of those titles, by the way, are among the best selling franchises of all time. The point is that if you match the desire for new titles that Gibeau acknowledges with great game franchises, you build huge sales.<br />
<br />
But even if Gibeau&#39;s supposition was true, there is a problem: the console life cycle this go around is longer than previous generations. While rumors about&nbsp;the next generation of&nbsp;gaming consoles surfaced way back in 2010, everyone&#39;s best guess for the soonest release is sometime in 2013 (and by "sometime", they mean Christmas at best). The XBOX 360 and PS3 came out in 2005 and 2006 respectively, which puts us somewhere in the neighborhood of a seven or eight year gap between console releases, depending on who gets to market first. Wii consoles are in roughly the same boat.<br />
<br />
For the sake of comparison, here are some other timelines for <a href="http://en.wikipedia.org/wiki/Gaming_consoles#Fourth_generation">console generations</a>:
<ol>
<li>
Console generartion jump between the NES&nbsp;to Sega Genesis: 4 years</li>
<li>
Console generation jump between the Genesis/SNES to Playstation/N64: 5 years</li>
<li>
Console generation jump between the Playstation to PS2/Xbox: 5 years</li>
<li>
Console generation jump between the PS2/XBOX to PS3/XBox 360: 4 years for Xbox, 5 years for Playstation</li>
</ol>
<p>
The point is that the strategy is going to have to change with what is looking like something between 1.5 and 2 times the life cycle of the console. Customers simply aren&#39;t going to buy sequels for longer periods of time and if EA doesn&#39;t want to fill their need for new titles, someone else will. And, despite his earlier words, even Gibeau hints that he recognizes this.
<blockquote>
<i>"This is the longest cycle that any of us have ever seen, and we&#39;re at the point where a little bit of fatigue has set in, and people are wondering what they can possibly do next. I&#39;ve seen the machines that we&#39;re building games for, and they&#39;re spectacular."</i></blockquote>
But then he goes right back to discussing how balls-droppingly great the next generation of hardware is going to be and how that&#39;s where they&#39;ll focus.
<blockquote>
<i>"Gen 4 hardware is a huge opportunity, and it&#39;s going to lead to a huge growth spurt for the industry."</i></blockquote>
Once again, it seems like they have multiple personality disorder. In the meantime, perhaps actually developing new material for the consoles your fans will have to deal with for the next couple of years yet might do wonders to turn around that <a href="http://www.gamesindustry.biz/articles/2012-06-21-stock-ticker-why-eas-market-valuation-has-crashed">sliding stock price</a>.
<br /><br />
&nbsp;
</p><br /><br /><a href="http://www.techdirt.com/articles/20120905/12450720286/ea-withholding-next-great-videogame-franchise-next-console-is-good-business.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20120905/12450720286/ea-withholding-next-great-videogame-franchise-next-console-is-good-business.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20120905/12450720286/ea-withholding-next-great-videogame-franchise-next-console-is-good-business.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>so-you-get-GTA42-instead,-jerks</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20120905/12450720286</wfw:commentRss>
</item>
</channel>
</rss>