Latest Ubisoft DRM measure - all SP saves stored on a cloud server - by EvaUnit02
june gloom on 26/1/2010 at 22:12
Quote Posted by lost_soul
Well, as far as DX goes, I read somewhere that each save file actually contains the level you were playing on with the changes you've made to it during the game.
This explains why I frequently had saves nearing 200mb in TNM.
DDL on 26/1/2010 at 22:25
yeah, and it's not just the level, it's the mission: so all possible levels you've visited in that particular mission number: for say..DX, mission one would store all data for liberty island and unatco HQ, all weapons and their positions, all troops and states and so on. For mission one of TNM, that's about...nine maps of shit to store. :)
ZB, regarding saving physics data, for something with fully implemented havoc, I can imagine storing the location and velocity of a ton of random items might be quite size-heavy, albeit rarely something that happens. I think that was the suggestion. Though from what I can gather in most of these games, stationary objects are essentially ignored physics-wise until told otherwise, then spontaneously given physics if needed (i.e. small drops) which is why you often return to a mass of dropped guns in STALKER to find them apparently vigorously fucking each other.
....or is that just me? :erm:
ZylonBane on 26/1/2010 at 22:31
Quote Posted by Malf
Oh I keep back-ups of
important data. After all, "If it's not backed up, it's not important". When it comes down to it, game saves aren't that important, and losing them is an inconvenience, but nothing more.
And you want to know how many "Catastrophic" failures I've had?
2 in the past sixteen years. But that's enough to know what an inconvenience it can be.
Okay then, so now the story is that you were so traumatized by those two piddly data losses that this horrible, horrible DRM scheme actually sounds good to you?
Quote Posted by DDL
ZB, regarding saving
physics data, for something with fully implemented havoc, I can imagine storing the location and velocity of a ton of random items might be quite size-heavy, albeit rarely something that happens.
It's no more dynamic data than the original Thief had to store for its physics objects. Location, rotation, velocity, spin. I suppose ragdolls would have significantly more data though.
Yakoob on 26/1/2010 at 22:35
Quote Posted by ZylonBane
Savegames are getting bigger because games have more and more dynamic objects in them.
No, savegames are getting bigger because the average American is getting bigger as well. It's just basic correlation; god ZB have you never studied statistics?
Malf on 26/1/2010 at 23:01
Quote Posted by ZylonBane
Okay then, so now the story is that you were so traumatized by those two piddly data losses that this horrible, horrible DRM scheme actually sounds good to you?
No you utter fuckwit, the idea of having my saves backed up remotely appeals.
Eldron on 26/1/2010 at 23:02
What if there's a POWER OUTAGE!
I live in a third world country where electricity is not always a given, and quite expensive!! My computer is not garanteed to stay running at all time!!
Namdrol on 26/1/2010 at 23:09
Quote Posted by Malf
And complaining about having to be online in this day and age is a little pointless.
Er, no it's not, hell of a lot of the world still has data caps
ZylonBane on 26/1/2010 at 23:45
Quote Posted by Malf
No you utter fuckwit, the idea of having my saves backed up remotely appeals.
They're not
backups of your saves, ye poltroon. They're the ONLY saves. No internet... no saves! Ubi decides the game isn't profitable anymore... servers gone... no saves!
june gloom on 26/1/2010 at 23:49
A backup might be nice though, if it was optional.
Malf on 26/1/2010 at 23:54
Quote Posted by ZylonBane
They're not
backups of your saves, ye poltroon. They're the ONLY saves. No internet... no saves! Ubi decides the game isn't profitable anymore... servers gone... no saves!
And again, you're repeating concerns I've already voiced.
Let's get realistic here.
Ubisoft will implement this. Its success will depend on adoption rates in their main markets, most of which have reasonable datacaps (we're talking the US, Western Europe and Japan; publishers don't give two shits about the rest of the world).
People like accessing and buying things remotely. See Spotify. See Steam. See XBLA. See PSN. See the iTunes Appstore. If you don't agree, you're a blind moron with their feet firmly in the 56Kbps era.
Cloud saves tie in wonderfully with services like Steam, meaning as well as being able to play your games on any machine you have access to, you can now resume where you left off, no matter where you are.
There's a fuckload of convenience there, and Ubi are exploiting it. The average consumer won't even
see the DRM. They'll just lap up the service. If you still don't believe me (
http://www.apple.com/itunes/billion-app-countdown/) count (
http://www.engadget.com/2009/02/26/playstation-network-snags-20m-users-xbox-live-still-way-more-pr/) the (
http://uk.gamespot.com/news/6202733.html) figures.
Fuck, that last one? That's people letting Microsoft
charge them for a "service" that has traditionally been free for PC users, and in some respects (almost exclusively P2P), is substantially worse.
Whine all you like, if Bob Xbox likes this service, you can guarantee it won't be going away any time soon. DRM is just the icing on the cake for Ubi.
Believe me, I hate DRM as much as the next person; I think it's pernitious and has currently shifted focus worryingly to used game sales rather than piracy.
Traditionally, content creators haven't complained about second-hand sales of their IP. Second hand books, records and CDs have done a roaring trade over the years. But now for the first time in history, these content creators are realising they can restrict second-hand sales of their IP. Hell, they're even trying to get a cut of the sale (see the Cerberus Network DLC for Mass Effect 2; a substantial amount of "extra" content available upon release, free for the first customer, but with a cost attached for the second and further customers). And thanks to a combination of clever online technologies pioneered by MMOs, and multi-million dollar marketing campaigns, you won't be able to do anything about it, and you WILL want to buy it. And if you don't buy it, fuck it, the executives don't care. There's millions of other people who will.