MrLipid’s Closet of the Odd The Journey to Wild Divine
Review by MrLipidMarch 2007
Dedication
On November 22, 2003, Jen posted the following message:
“I know not everybody celebrates Christmas, so I will make this a generic ‘what game do you really wish someone would give you out of the blue’ thread.
“Me? Journey to the Wild Divine. For the sole reason that it’s too much dineros for a pig in a poke.”
Jen, this one’s for you.
Intro
I have long maintained that interactive electronic entertainment, whatever the platform, functions, regardless of the intention of those building the software, as a teaching machine. Players supply an input; the game universe responds. Players supply another input; it doesn’t respond. We, as players, are taught, input by input, how the universe before us works. It doesn’t feel like being taught because we feel we’re in charge and we get a happy jolt whenever what we predicted would happen, based on past inputs and responses, happens. We live for that jolt: that moment when the pieces fall into place, when the dots connect, when the universe we’ve been providing with inputs responds in a way we’ve been quietly taught to expect.
Viewed as teaching machines that provide responses to inputs, both installments of The Journey to Wild Divine (The Passage and Wisdom Quest) look and sound, at first glance, pretty much like every other adventure set in some vaguely Mystoid world. Navigation, as in most such games, is handled with the mouse. As for everything else, well, that’s what makes the Wild Divine offerings unique. Instead of using a keyboard or a Wiimote or a gamepad or a touchscreen to accept player input, Wild Divine I and II use fingertip sensors on the index, middle, and ring fingers to monitor skin conductivity and heart rhythm variability. The hand with the sensors remains still while the physical state of the player drives events on the screen. Thus, unlike any other adventure game, The Passage and Wisdom Quest consist of challenges that can only be overcome by the conscious manipulation by the player of his or her physical state. This is the skill these teaching machines teach. The oddest quality about learning this skillcontrolling items on the screen without movingis that it doesn’t seem odd at all.
In a November 2003 article in Wired, Brian Lam described the uniqueness of The Journey to Wild Divine: The Passage by asking readers to meditate on this: You are the controller. After experiencing both The Passage and Wisdom Quest, I think it would be more accurate to say: You are the puzzle. Solving the challenges in The Passage and Wisdom Quest would be trivial with a mouse because they are not about what needs to be done but whether the player has sufficient focus to do what needs to be done. Success requires players to develop an understanding of the variability of their energy levels and a grasp of techniques to regulate those levels. Players are solving themselves. The modest puzzles on the screen are just there to provide a measure of how the solution is going.
Qualms
As someone who grew up among pragmatic farm folk on the prairies of the midwestern United States, I found myself wincing, flinching, and cringing at the look and tone of the Wild Divine website, the Wild Divine packaging, and the Wild Divine products themselves. Everything about all of it felt way too much like a flashback to the heyday of headshops, Hair: The American Tribal Love-Rock Musical, renaissance fairs, the Age of Aquarius, crystals, dreamcatchers, and whatever the New Age was supposed to be. At the same time, as an amateur medical historian, I found the idea of bringing the technology of biofeedback to a general audience by wrapping it in the trappings of an adventure game appealing. The first step in my journey was clear: I had to allow my curiosity to override my impulse to recoil if I hoped to experience the effects of guided biofeedback. Giving in to my curiosity turned out to be the biggest step of the journey.
What’s in the Box?
I don’t usually do commentary on how products are packaged, but The Journey to Wild Divine: The Passage is not a usual product.
The packaging of The Passage does everything it can to assure buyers that the $159.95 MSRP is appropriate. The box is covered with lush images of game scenes, endorsements from Deepak Chopra, M.D., and a promise that you, as a buyer, can expect to “Discover the power of your inner magic with easy-to-use biofeedback technology.”
Lift the lid and you’ll find … another lid, also covered with imagery and copy, promising a “truly inner active experience” courtesy of biofeedback sensors. Open the inner lid (which is unaccountably blank on its backside) and you’ll find a vacuum-formed clear plastic cover that fits snugly over a vacuum-formed black plastic tray covered with faux black velvet. The faux velvet tray securely holds the biofeedback unit, PC and Mac game CDs, a Soul Flight music CD from the Wild Divine Band, a bonus CD featuring an interview with Deepak Chopra, M.D., a user’s manual, and a spiral-bound Companion Guide for The Passage.
Turn the box overthe clear plastic cover, not to mention the inner and outer lids, will keep everything from falling outand you’ll find even more imagery and copy, including an explanation for how biofeedback works. Promised biofeedback benefits include reduced stress and anxiety, increased relaxation and energy, enhanced creativity and focus, restored balance of mind and body, and improved mental and physical performance. All this for a mere $159.95. While that’s steep by game standards, it’s not at all unusual for biofeedback gear. And it’s cheap when compared to the cost of most console and launch title bundles, especially when players of The Passage will likely revisit particular challenges over and over to refine their breathing and meditation techniques.
Yesterday’s QuickTime Blues
The Passage and Wisdom Quest are, like all games that rely on QuickTime and Macromedia, hostage to the vintage of the technology with which they were built. The system requirements on the box state The Passage works with QuickTime 6 (or higher). The website says QuickTime 6.3 or higher. If you’re running Windows, you’ll find that higher means 6.5 and not a point release more. Fortunately, 6.5 happens to be the version of QuickTime that ships on the installation disks for The Passage. Seems there is a fundamental problem with how Macromedia Projector 9.0 interacts with QuickTime 7.x; a problem that makes the audio in the QuickTime movies unintelligible. Hard for mentors to guide seekers if the seekers can’t understand where they are being directed to go.
Though the installation procedure checks for the presence of QuickTime, it appears to assume that everything is fine if the version of QuickTime present is 6.5 or higher. The first clue that things are not fine comes when Sophia, the guide in the tutorial for The Passage, opens her mouth and gives the impression of lip-syncing to an AM radio broadcast riddled with heavy static.
For those running Windows who have QuickTime 7.x installed, there is only one fix for the audio problem in The Passage and Wisdom Quest: drop back to QuickTime 6.5. Of course, dropping back to 6.5 means giving up, temporarily, all of Apple’s iTunes goodies. It seems a transcendent irony that one’s journey to serenity through technology begins with the installation of an older version of QuickTime.
Vista?
Anyone running 2000 or XP should have no trouble running both The Passage and Wisdom Quest. While The Passage will run on 98SE and ME, Wisdom Quest won’t. As for Vista, well, that’s not clear yet. Folks at the Wild Divine Project claim to have had success running both on Vista, but there have been hints of some problems. Proceed with caution.
Finally Underway …
So what happens once you’ve installed The Passage’s two disks full of data, made sure you’re running QuickTime 6.5, hooked up the “LightStone” interface to your PC or Mac, plugged the three “Magic Ring” sensors into the “LightStone,” put the “Magic Rings” on the index, middle, and ring fingers of your left hand (assuming you are going to be using your right hand to control the mouse), and clicked on the desktop icon to start your journey?
First, you’ll have to register your copy of The Passage. It’s a painless process that can either be done through the Wild Divine website or with a call to technical support. The registration process generates a number that links the serial number of your LightStone to the serial number of your software. Enter your activation code and you’re golden. And put your CDs away. They are no longer needed (yay!) once The Passage is installed.
The Passage begins with a movie about creation and your place in it. Seems you’re a gardener. When the movie ends, you’ll be dropped off at the main menu. The main menu is worth a closer look.
Along with the usual New Game, Load Game, Save Game, Return to Game, About, and Quit buttons, there are also How to Play, System, and FAQ buttons. (There is no Options button because The Passage only plays at 800×600. The only audio control is the one on your speakers. Nor is there a your-name-here blank because The Passage doesn’t keep track of who’s playing. Finally, there is no difficulty adjustment. One either overcomes a challenge or one doesn’t.)
The How to Play button takes the mystery out of the interface. Good thing, because the interface is, at first glance, pretty mysterious. The System button shows the player what the Magic Ring sensors are picking up in terms of heart rhythm and skin conductivity. The FAQ, which shows up in the Readme.txt in most games, allows players with questions to find answers without leaving the game. As for quitting the game, be advised that the game will allow you to quit without saving. There is no warning that you are about to lose all of your progress. Then again, progress is such a Western idea.
Still Alive? Just Checking
Before starting any session, it’s a good idea to click on System to see if your skin conductivity and heart rhythm are being successfully monitored. The warmer and sweatier your fingertips, the better your chances. Or you could use an electrode gel, conductive paste, or just some hand lotion on your index and ring fingers to improve the connection. Keep your middle finger clean because the heart monitor is optical, not conductive.
The Sun Realm: New, Yet So Familiar
Once you’re connected, click on New Game and get your first look at the Sun Realm. The Sun Realm, wherein both The Passage and Wisdom Quest transpire, is a lovingly realized imagining of a bright, verdant, nontechnological paradise. Lots of stairs and columns and arches and potted plants and misty valleys and quiet pools and hanging banners and soaring birds and fluffy clouds. It’s a close cousin to the worlds Maxfield Parrish created in oils back in the 1920s and George Lucas subsequently recreated in pixels. Put another way, we’ve been here, or someplace a lot like it, before.
Moved by Stillness
Upon arrival, you’ll get a tutorial from a kindly older woman named Sophia. The tutorial will give you your first opportunities to try out your biofeedback chops. You’ll move a pinwheel, juggle three colored balls, levitate a sphere, and start a fire, all without lifting a finger. Once the Lady in the Woods has given you your Magic Bag, you’re good to go. Helping guide you through the Sun Realm is Sophia’s faithful dog, Flash, who has probably guided many a noob to enlightenment. Flash quickly manifests himself in his graphic swoosh form and maintains that form for the duration.
There are other sources of assistance throughout the game. A visit to the Temple of Awareness will earn you the advice of former Buddhist monk and famed Tibetan flutist Nawang Khechog. Whenever you encounter a new challenge, he’ll appear and, if you ask, fill you in on what you need to do. A visit to the Double Durga (they’re dancers to the Mother Goddess Durga) earns you a pair of eyes that will offer a hint of where your energy needs to be to meet a challenge and an energy meter that will give you real time feedback on where your energy level is.
Special Events
Movement in the Sun Realm, like movement in Dog Day, involves triggering QuickTime movies that create the illusion of gently gliding from one point to another in a three-dimensional world. Once one stops, one may be offered choices of where to go next or a guide may appear with advice on how to approach a particular biofeedback event. (An “event” is how challenges are referred to in the Sun Realm.) The cursor takes the form of a golden wand, and when the wand begins giving off a soft purple haze (peace, Jimi!), clicking the cursor will activate an event. Upon completion of an event, it’s time to jump back on the QuickTime express and see what shows up in the next movie.
While there are few areas in the Sun Realm that are closed at the beginning of the quest, there is an order in which some events need to be experienced. Remember, no matter how twee this place looks, there is a teaching machine lurking behind the sunny scenes that won’t let you go places you are not trained to handle. It may take you to them, but it will not let you enter.
Round, Round, Get Around, I Get Around
Perhaps the biggest issue with The Passage is navigation. Simply getting from one event to the next can take a while. Make a wrong turn, and it can take quite a while. With all movement handled by QuickTime movies, an errant click can turn into a tour of areas you may have no interest in visiting. Nor does it help that the navigation is not consistent. Sometimes, clicking to the left or right will take you left or right. Sometimes, it will trigger a panning move. Other times, it will turn you completely around. Nor can one skip a transitional movie. Once it begins, there is no choice but to sit through the whole thing.
There is a map, but it’s isometric and it’s inert. No zip mode here. The best that players can do is find a landmark and then try to orienteer from that. There is a teleport mode, but it is limited to moving you back and forth between places you’ve already visited and bookmarked. And the teleport mode only works with two places at a time. Add a third and you give up one of your previous bookmarks.
The challenge of simply getting around is compounded by the fact that there is a sequence to some, though not all, events. Miss picking up your Magic Bag in the beginning and you’ll soon find yourself stalled. Fail to solve the riddle of the Rainbow Rocks and you’ll never meet the Lady of Compassion. And she’s a very important lady. Click on some doors and you’ll find yourself being transported to places you are not ready to visit; places where, once there, you’ll be told you can go no further. Fortunately, you’ll most likely be tossed back to the point just before you selected the Gate of Overeagerness or the Portal of Prematurity … or whatever a door that gets you someplace too soon should be called.
What’s That Sound?
Let me pose a rhetorical question.
When a game is released with a CD of music from a band that takes its name from the company responsible for the game and that features the company’s founder as lead singer, how likely is it that the music on that CD is going to memorably shed new light and give new voice to humanity’s longing for the divine?
The Passage answers that question by making sparing use of the Wild Divine Band, relying instead on a peculiar mixture of orchestra, wordless choirs, incidental guitar riffs, and techno ambient of the sort heard in the original 1996 version of Safecracker. The soundtrack of The Passage needs, as one of the guides might suggest, some controlled breathing to help it align its discordant rhythms and bring harmony out of its dissonance.
Playing Through the Passage
The big question, of course, and the only question that matters is: Once the software’s set up properly and the Magic Ring sensors are working and you’ve managed to find your way to an event, how does it feel to play a game by manipulating your skin conductance level and heart rate?
Great. That’s how it feels. Just great. Where it really counts, The Passage really delivers. The core experience of biofeedback-based gaming, as realized by the Wild Divine project, is wonderful. No other game I’ve ever played has required such an intense level of concentration and stillness and produced such a feeling of calm and satisfaction. It is tremendously illuminating to learn how controlling one’s breathing can affect one’s overall sense of being. And it’s hugely gratifying to watch, and feel, one’s energy level change in response to what one has been taught. And because The Passage and Wisdom Quest really are teaching machines disguised as adventures, what one has learned is very portable. It’s easy to take the techniques into new situations and enjoy the benefits without the assistance of the Magic Rings and LightStone training wheels.
What About Wisdom Quest?
Wisdom Quest’s packaging, because it contains nothing more than the PC and Mac installation disks, the User’s Manual, and the Training Manual, is considerably less grand than that for its predecessor. It’s just a box. After installing Wisdom Quest’s four CDs for Windows, applying the patch (available here for Windows and here for Mac), and registering online, I was eager to see what had changed. Short answer: Just about everything.
If one views The Passage as proof of concept, then Wisdom Quest is the concept both refined and, perhaps inevitably, exploited.
The refinement is immediately obvious. Everything looks better, from the sharply chiseled Main Menu to the QuickTime VR nodes that allow one to take in the full beauty of the imagined surroundings. Wisdom Quest features images and sequences that are truly inspired. There is a flight in a magical boat through a snow storm that is exquisitely realized. And in keeping with a more polished look, everything sounds better, too, thanks to a more unified soundtrack.
Players can choose from five difficulty levels and select screen resolutions ranging from 800×600 all the way to 1150×768. If a QuickTime movie is losing your attention, click and, in most cases, it disappears. Nor is navigation as trying as it was in The Passage. It is now possible to navigate using the map. One can return to anyplace one has visited with a click. In addition to the return of the “Purple Haze” to alert players of events with endings, there is now the “Orange Mist” signaling events that are just for practice.
Also immediately obvious is the perhaps inevitable exploitation of the franchise. While it’s good to see Nawang Khechog again, this time he is joined by two new wise guides, both sporting M.D.s and publishing ventures: omtrepreneur Deepak Chopra shows up as Rama and diet guru Dean Ornish weighs in as the Wisdom Keeper. Ornish, in his brown robes, looks like Harry Shearer doing Merlin in a road company production of Camelot. Whether you view them as pedagogues or peddlers depends on how much value you place on what they have to offer. Nor do the offers stop with the cameos of these wellness stars.
Wisdom Quest also features product placement of Chopra’s New York Times bestseller, The Book of Secrets. An extended animation sequence centering on a rendered version of Secrets left me wondering if his books are imported into the Sun Realm or if a resident pixie had picked up the local publishing rights. Fortunately, as with the transition movies, a single click can make all of the advice and the ad go away.
After the Fall
Where The Passage was built around the idea of the individual player doing a Joseph Campbell-style hero(ine) journey, Wisdom Quest is built, in the mold of Jewels of the Oracle, around the idea of recovering seven jewels that were lost when an enchanted being of beingas opposed to a being of doingaugered herself into an enchanted sea. Recover the jewels and restore balance and harmony to the Sun Realm. Under New Game Options, you can choose whether or not you want to be joined in your mission by a green-winged pixie girl who’ll pop up at the end of each event. Only in the world of computers can one select “pixie girl” as an option.
Harder than it Looks
The events of Wisdom Quest are frequently more complex than those in The Passage. It is no longer enough to raise or lower one’s energy level to pass an event. One may have to raise and lower it repeatedly within an event, a fitting requirement for advanced training. There’s a glass tubing maze wherein a player must alternate high energy with low to navigate a complex path that is designed with dead ends that demand additional shifts in energy to escape. And then there is the sacred serpent event. A massive cobra guards one of the seven jewels. The jewel itself sits within a cage. Calming oneself causes the cobra to withdraw into its basket. But to retrieve the jewel, one must use the mouse to lift the cage. Since any movement, any change of focus, can affect one’s energy level, it’s an impressive feat to sustain the calm necessary to keep the cobra in its basket while lifting the cage and taking the jewel. Think Thief with mandated yogic breathing. While it is possible to get through each of Wisdom Quest’s events once and consider the challenges fulfilled, the variability of one’s energy level provides ample replay opportunities and acknowledges the title’s true identity as a teaching machine rather than as a diversion.
Tours Now Departing
For those who just want to jump in and test their self-control at a specific challenge, Wisdom Quest offers a Guided Mode that allows direct access to 20 of its events. The Passage also offers direct access, either through completing all of its events or by downloading the appropriate patch (here).
Orphans of the Store
As much as marketers like to be able to say “There’s nothing else like it!” they know that uniqueness can also be a curse. The folks at Wild Divine have created a two-SKU market segment and watched while only a few other brave souls have coughed up the hefty fee for the SDK and developed titles that make use of the LightStone and Magic Ring hardware. While the uniqueness of the experience helps keep the price up, every day that passes renders the software just a bit more out of date. Assuming the Wild Diviners want to keep their investment alive, they might consider what it would take to offer, as did Got Game with Bad Mojo, Redux versions of The Passage and Wisdom Quest. Then again, the market for this type of product may already be saturated. It may be that pretty much everyone who was interested in taking The Journey to Wild Divine has already taken it.
Verdict
The reason The Passage and Wisdom Quest are being placed in the Closet of the Odd is that neither one of them is actually a game. They are, instead, multimedia experiments in biofeedback-based instruction (and shameless cross-marketing) masquerading as games. I’m giving the pair of them a Thumb Up because they demonstrate just how much potential biofeedback has as a game interface. Of course, until the Wild Divine Project releases the last installment of the trilogy or someone else comes up with an alternative system, the potential will remain just that.
Let’s Go Shopping!
The Journey to Wild Divine: The Passage originally sold for $159.95. It still does. The Journey to Wild Divine: Wisdom Quest originally sold for $59.95. It still does. The bundle price of the two, from Wild Divine, is $199.95. Frugal shoppers can find both titles for less. I got both for 20% off retail. Had I looked longer, I could have gotten 20% off the bundle price. Of course, I didn’t know at the time that I wanted both. Still, every penny saved is a penny toward the next game.
The Verdict
The Lowdown
Developer: Wild Divine Project Publisher: Wild Divine Project Release Date: December 2003 (The Passage); September 2005 (Wisdom Quest)
Available for:
Four Fat Chicks Links
Screenshots
The Passage
Wisdom Quest
System Requirements
The Passage 1.5 GB free disk space 256 MB free available system RAM 800×600, 24-bit color display CD-ROM drive QuickTime 6.3 or higher PIII 800 MHz (PC); G3/G4/G5 500 MHz (Mac) Windows 98SE,/ME/2000/XP (PC); OSX v10.2 or later (Mac) 16 MB video card (PC)
Wisdom Quest 2.4 GB free disk space 256 MB free available system RAM 800×600, 24-bit color display CD-ROM or DVD drive QuickTime 6.5 PIII 800 MHz (1.25 GHz recommended) (PC); G4 or higher (Mac) Windows 2000/XP (PC); OSX v10.2.6 or later (Mac) 16 MB video card (PC)
Where to Find It
Links provided for informational purposes only. FFC makes no warranty with regard to any transaction entered into by any party(ies).
Copyright © Electric Eye Productions. All rights reserved. No reproduction in whole or in part without express written permission.
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Good one.
Of course, it will be very interesting to see the battle between crackers and UBI’s cryptographers. PC version of Assassin’s Creed II is already circulating the warez scene, although as yet uncracked. Everybody seems to think it will be cracked in a couple of weeks time at worst, which, admittedly is better for UBI than what usually happens (games cracked before release). Of course, I won’t be buying it because I find this practice unnacceptable (and I do have the console version anyway) but the success of this game and its DRM might mean quite a lot in the future. Of course, we ARE moving towards the age where you will be required to be connected to do any playing at all, whatwith the Gaikai and OnLive systems rearing their heads on the horizon. Doesn’t mean I have to like it, eh?
I went to the Ubisoft website and looked at their list of published games. It seems that the last of their games I played was the last Myst game in 2005. In fact the only Ubisoft games I’ve played have been Myst games. So I don’t see that their new DRM crime-against-my-privacy will have much of an effect on me. But I hate the idea. It’s an “Off with their heads!” kind of development. Reminds me of the idea that people will put up with lost privacy in exchange for security. In this case the security is only to benefit Ubisoft. Yes, I allow my privacy to be violated every day – each time I visit Amazon, or read Google News -the list goes on and on. BUT THOSE ARE MY CHOICES. I also have a choice about where and how I spend my money, and I’d refrain from buying a game that allows so much intrusion into my computer/life. A game that tells me how I must live my life even in the smallest of ways such as always being connected to the internet is a game I can forgo.
Consoles CAN be connected to the internet 100% of the time, but there are still many consoles that never go online. Modern Warfare 2 sold over 11 million copies, yet XBox Live only shows 840,000 users that have been on-line with it. That’s not played online, that means they played the game in any mode while connected to XBox Live.
Games that have required an internet connection and were multiplayer only have a history of vanishing quickly from the console marketplace. Phantasy Star ONLINE did much better on the Gamecube then it did on the XBox. What was the difference? Oh yeah, you could play PSO without an internet connection on the Gamecube, the XBox version require a live account and an internet connection. That’s hardly the only example but one that is near and dear to my heart.
No, no, you don’t get it! Ubisoft’s “always connected” requirement isn’t DRM, it’s value-add for you, the beloved customer. Just like the Albertsons supermarket chain requires employees to plaster obnoxiously bright orange “Thank you for shopping with us!” stickers on your Coke and milk not because they think you’re stealing them but to express their sincere gratitude for your patronage.
Maybe my memories of a time when consumers paid for a product and got the product, unadorned by FBI warnings and impossible to open wrappings and authentication servers that can vanish at any time without warning were planted by aliens. In the current cultural climate it’s certainly difficult to believe that time ever existed.
But Steerpike makes a good point: business model, retail model is lagging behind the times. And developers, instead of researching ways to use the existing systems to sell more games rather research new ways to piss off their paying customers.
Seriously, in my opinion, pirates pirate games because they are better value than retail games. Not just in the sense that they get to spend less money on them, but they get them faster, do not have to go through any hassle with DRM and have full control over the game. I think that Gabe Newell put it best saying that Valve sees pirates as customers who haven’t been served yet.
I think UBI and their ilk should look for ways to make retail games more valuable to their customers than (free) warez copies. Yes, stuff like achievements/ trophies helps a little, sure. There are other ways too and one of them is resale value. But, oh, what a surprise, used games market pisses publishers off MORE than pirates do. In fact most of the current DRM schemes are only effective against resales. EA’s ten dollar project and all other free DLC on day one initiatives. So, honestly, I’m afraid that UBI’s online-all-the-time-or-no-service DRM is basically only going to affect sales of used games. The crackers are going to bring their games to pirates eventually. I believe that draconic DRM schemes such as this will only inspire people like GeoHot, Dark Alex and Yoshihiro to spend more of their time on circumvention. Their street cred is going to be huge after all…
What Valve seem to understand is that playing games through Steam should make playing MORE valuable/ comfortable than not playing games through Steam (which is, at the end of the day a DRM system). Being able to instal a game on as many machines as you want and not having to have a disc in the drive is exactly what pirated games give us too, but with Steam you also retain all your stats, friends lists, achievements and everything. So it’s BETTER than playing pirated games. I only hope that UBI wake up and realise they have to ADD value, not just subtract freedoms.
I’m not really sure I see their DRM as a huge problem. If my PC is turned on, so is my internet. I’m fully aware that my name is probably on a million data bases already, and although it might be annoying knowing that Ubisoft have implemented such a security feature, if you don’t physically notice it, I don’t particularly care.
I’m currently playing Myst at the moment, having never before. What an odd game…
Well, you know, just from a philosophical standpoint: if the game is unplayable as soon as you don’t have Internet connection (which, I’m afraid, happens to me more regularly than I am comfortable with) for no other reason than making sure you have paid for it then to me this is pretty much unnacceptable. Requiring a connection for something that is a function of the game itself is OK, but enforcing it just for the sake of protection of the publisher, sorry, no sale.
True Meho. I had 40 minutes the other day before I went out and thought I would have a quick skirmish on Dawn of War II. Steam (despite my love for it) wouldn’t launch the game because for some reason it kept freezing and refusing to connect or launch in offline mode. I couldn’t actually locate the source directory either to boot the game up manually. So, I didn’t get to play and instead spent 40 minutes in a fit of rage cursing Valve and all who work under them.
Not exactly the same situation, but not hugely dissimilar.
I’m really not concerned about the privacy issue simply because that illusion is just that, and doesn’t really comfort or unsettle me. My problem with this whole thing is that internet connections can be temperamental at the best of times and the idea that if the connection falters I will lose my progress (and thus my invested time which I’d argue is more valuable than my money) then quite frankly Ubi can fuck off. I’ve been pretty placid up to press with DRM simply because it’s not seemed that intrusive but this will affect the paying customers more than the pirates. It devalues the product and I fear it will push otherwise paying customers to download cracked versions that don’t suffer from this shit. Which, of course, will play into Ubi’s hands.
Am I right in believing all this stems from the hideous retail model that just refuses to die? Physical retail creates pressuring deadlines, costs considerably more due to increased physical production (and overheads in staffing and floor space), it’s inflexible with stock limitations and shelf space dictating the range of titles available in any given store and by the sounds of things is the sole reason for this ‘tail’. If you look at Steam, it isn’t always the newest games that sell the most due in no small part to their sales and weekend deals.
“I wonder if we’ll ever get to a point where a person would be just as likely to invest in a beloved classic as a hot new release.”
From my experience there are a lot of people who simply can’t stomach old looking games, even some of my friends who’ve been playing games since they were young have turned into total graphics whores. Seriously you want to see the totally underwhelmed look on their faces when I show them XCOM for any period of time. We’re at a stage now where graphics are so advanced that for a lot of people going back so far to sample an allegedly classic title is simply too much. Thankfully GOG is doing a fantastic job of making these titles as accessible, and valuable, as possible.
EDIT: Spot on Meho. My point exactly.
See what I mean though Lew? Time. Valuable stuff. A quick skirmish on DoW turned into a 40 minute skirmish with Steam.
This seems like an awful idea.. or at least one which sounds like a good idea to somebody somewhere, but in reality is unworkable.
Since I’ve been a paying internet customer I have lived at 3 different addresses and used around 5 different ISP’s. I have ALWAYS had problems with my internet connection. With my current set up it tends to go down if a menacing looking cloud passes overhead..
Some people may like to play a game offline now and then; this is especially easy with older ones before the dawn of activation codes and online authentication. While those aren’t that annoying, having to maintain a constant internet connection just to play a game that you paid for, which is not specifically a MMO, really bites.
Gregg B said:
“Am I right in believing all this stems from the hideous retail model that just refuses to die? Physical retail creates pressuring deadlines, costs considerably more due to increased physical production (and overheads in staffing and floor space), it’s inflexible with stock limitations and shelf space dictating the range of titles available in any given store and by the sounds of things is the sole reason for this ‘tail’. If you look at Steam, it isn’t always the newest games that sell the most due in no small part to their sales and weekend deals.”
I agree with this. Just a few years ago I couldn’t see myself paying for intangible, digital goods. Fast forward to now and it’s really my preferred method of computer gaming, whether it’s GOG, Steam, or elsewhere, I find it’s the model that works best for the customer. If I’m not mistaken, I believe once upon a time that was who the industry was trying to serve, no? The customer?
You know, I’m from Brazil and there piracy is HUGE. Maybe for that reason I feel for the industry and understand the efforts to stop it. However, I suspect this crack delay would have a very minor impact in markets like Brazil. People can’t afford the games, so they wouldn’t pay full price anyway.
It is a shame that we don’t have privacy anymore. The other day a friend of mine on XBox Live sent me a message to congratulate me on a goal I scored in Fifa 10. I didn’t know but apparently not only you can see I’m playing Fifa, but you also see when I score and my avatar cheers! While that sounds very cool, it is also very disturbing. But like Matt points very well, privacy is already gone. And since I don’t have it anymore, why not help stop piracy?
On the other hand, the plurality of solutions is a different matter, it becomes a hassle. I think the solution should be platform dependent, not publisher dependent. In Brew phones, the control is embedded in the system and you cannot use an app if it cannot be verified, which means if you are not connected to the network you can’t play.
Unfortunately that cannot be applied to consoles, there’s a considerable number of devices outside the internet umbrella. But if the game constantly checks if you are online and tries to authenticate the copy, online piracy will suffer a big hit and the technological move towards full connectivity will make the practice more and more efficient over time.
Not going to buy the game, long tail or not, it sucks to have that kind of persistent connection needed for offline play. Not even just startup authorisation either. I must admit any Game For Windows Live games can be similar (Dawn of War 2 being one of them necessitating it) although most of them allow offline profiles, and most of them allow the saves to be moved easily between any online or offline accounts.
Oh, and if you’re disconnected it won’t kick you out of the game too, even Microsoft didn’t get that wrong.
I don’t even understand how privacy comes into it, my main issue is twofold:
– The above note about simple, offline play (and disconnects for blips in service)
– The fact it isn’t just your connection that is necessary, it is THEIR connection and servers
The second point as a partial game historian leads me to wonder how many years (not decades) the servers will be there. Publishers have removed much more necessary servers quickly if they are a cost liability (or they want to push people onto a newer game…). Downtime is also, considering some of the services require payment (Xbox Live for instance) devastatingly poor considering the user base sizes, especially on high load days (and I wonder if we’ll see “Assassins Creed 2 unplayable at launch due to server overload” at all, heh). Lucky it’s “just games” though, no worries if we only have 99% uptime right?! 😉
(Also, frankly their Assassins Creed 1 port was poor until they patched it, where at least then it was playable (in full on 16:9…for some reason), which makes me wary of any PC release of a console game they do. I wonder also if they still have unskippable cutscenes, I’ve not checked it out on the consoles).
The fact they’ll never have enough sales of this PC version due to the earlier console release to either say this is a roaring success or roaring failure. It’s the longest end of the tail in the first place. Or they’ll lie about whatever happens anyway. It’s utterly bizarre…I just don’t understand it.
Cesar: I’m in Serbia and here piracy reigns supreme (much worse than Brazil, I imagine) but still, this is pure and simple bullshit. I purcahsed BioShock 2 today, for my PS3 even though I’d prefer to play it on my PC just because of the stupid DRM that won’t let me control the use of a game I pay for. They can fuck off with that. So, my purchase was influenced by DRM, depsite the game being more natural to play on a PC. Protection measures should not create this kind of bitterness in a human being.
The issue of server overload on release days is significant. Think about it – a game like Modern Warfare 2? Or any other hotly anticipated release? Of course the servers would go down. It’s not cost-effective to install a server infrastructure capable of handling Day Zero traffic. That would royally piss people off.
Ubi and others who use draconian DRM typically insist that if they ever go out of business or shut servers down, they’ll issue patches so the games can be played offline.
Around the holidays here, big stores like Best Buy station a guy at the exit. His job is to go through your bag and consult your receipt to make sure you haven’t stolen anything. That’s a very similar ideology to this one: treat all consumers like thieves in hopes of catching the few who are.
Considering most MMOG servers cannot cope on launch day, I see it as a gaurentee that when the next Modern Warfare is released, if they do follow through with this, would see many unhappy players.
This new DRM policy will totally be screwing me over because I have a wireless internet setup, but my signal is a bit weak so here and there it drops out for a 10-15 second period before it reconnects. Plus my wireless router is a bit wonky and will just stop working once in awhile until I cycle power to it. So, until my setup changes, I will be forced to avoid all Ubi PC games that use this.
I seriously doubt a person which would normally pirate a game, will pay money for it just because she has to wait a short while longer for the cracked version. This can work only for very cheap games – like 1$ cheap.
Just for those keeping tabs: the Russian version of Assassin’s Creed II has apparently been successfully cracked, with a fix for the saves too. Of course, I don’t KNOW this for sure but that’s the word circulating through the grapewine.
Brazil is a strong competitor in the piracy rates. 95%-97% if I am not mistaken.
Anyway, I don’t have a problem with the privacy issue. Not even with the assumption that we are all thieves. If you extrapolate that idea, you will conclude we shouldn’t have patrol cars on the streets. They assume people will commit crimes and have to keep watch. Homo homini lupus. Society isn’t perfect and even though losses are part of the model, no one is ready to lose out of good faith alone. I don’t mean to say DRM and police watch are the same thing, I’m just saying it’s not that simple to draw a line where it becomes offensive to monitor society.
That being said, it is not acceptable to have a DRM impact gameplay at all. I don’t mind it authenticating my copy. But if I am offline it has to work. And if I loose connection during the game I shouldn’t be kicked out.
And while the efficacy of the solution might be questionable under these circumstances, like I said in the previous comment, it only tends to increase.
“Ubi and others who use draconian DRM typically insist that if they ever go out of business or shut servers down, they’ll issue patches so the games can be played offline.”
I have seen this happen to absolutely zero games ever. The fact that it is nearly impossible to sanction any work on IP if a company is in administration is the key. That and it is non-trivial to get around your own disk DRM by producing an installer that will work with your disk copy to install it.
I’d love to be proved wrong…this is by far the most worrying thing of the deal, just installed Bioshock 2 and it has online activation (sigh)…worried I might need to download cracked versions to install it in the future!
Oh, did you see the patch notes of the first patch? It makes the DRM very very very slightly “better” (I mean, better as in “still shit”):
http://www.fileshack.com/file.x/17456/Assassin%27s+Creed+2+Patch+1.01+-+US
“Game can now be continued from the exact same point when connection is restored”
Ho ho ho. Ho.
Oh:
http://www.eurogamer.net/articles/ubi-under-fire-as-drm-servers-go-down
I like this bit:
“Only those who purchased a copy of ACII or SHV legally appear to be affected. Pirates playing illegally downloaded cracked versions of the game are able to play without a problem.”
Is it apparent pirates are having no problems yet? If they’ve properly cracked it then what I feared (above) is true. Last I heard was that the DRM apparently downloads levels or important files as you play. I don’t know whether this is true or not though.
Meho beat me to it. I just read a similar article on The Register. I don’t suppose that the DDoS attack will make Ubi rethink its evil ways, but this might (I can dream, can’t I?):
“Meanwhile Ubisoft’s much criticised controls have been broken by software hackers. A hacker group called Skid-Row managed to bypass DRM restrictions on Silent Hunter 5 less than 24 hours after the game was published. Skid Row has releasing a crack for the game based on this work, Zdnet reports. ®”
Full article here: http://www.theregister.co.uk/2010/03/08/ubisoft_anti_drm_hack_attack/
Spike. RE: The Register article
There is a comment to that article that claims the crack for SH5 is not a complete crack and would only allow an incomplete experience, because not only are save games stored online but some of the game data files are stored online too, implying that the boxed game you buy is incomplete. This seems plausible and effective IMO, because if I was demanding an internet connection for my software this is how I would do it. It demands not only that a games code be cracked but that missing data files be supplied too.
Having just read this article – link below – I’m thinking that DRM will be fine and dandy AND hunky-dory with me as long as the packaging it comes in is “green”. Yep. That makes it more palatable.
http://www.fastcompany.com/1620105/ubisoft-green-recycled-case-digital-manual-sustainable-packaging
I would kind of like to buy games in potato cases.
I was thinking… and remembered one of the most creative instances of “DRM” if you can call it that: King’s Quest VI! I looked it up and sure enough it is mentioned on KQVI’s Wikipedia page:
A booklet titled “Guidebook to the Land of the Green Isles” (written by Jane Jensen) is included in the KQVI package. Aside from providing additional background to the game’s setting, this booklet serves as part of the game’s copy-protection. The player will not be able to pass the puzzles on the Cliffs of Logic that guard the Isle of the Sacred Mountain without information from the booklet. The booklet also includes a poem encoding the solution to one of the puzzles in the labyrinth on the Isle of the Sacred Mountain.
I guess that’s not very feasible today, what with widespread use of the internet around the world. I still think it’s more creative than the “thank you for your money, we intend to treat you like a criminal” method.
I played the KQVI game with the booklet. I was a kid at the time, and thought the booklet was so cool! It really added to the whole game’s experience.
The quest for Glory games came with fun booklets as well, though I don’t remember if they had copy protection elements to ’em.
Ahh, the good old days..