Should DRM affect game reviews?

I recenly picked up a copy of the December 2008 issue of PC Gamer while waiting at the airport. I haven’t read it since 2004, but it’s not like I have a choice for PC-centric commentary in print now that Computer Games Magazine doesn’t exist anymore. Flipping through the reviews section, I came to a review of Brothers in Arms: Hell’s Highway, the full fledged sequel to one of my favorite games of 2005. Like many others this time of year, I’m struggling to figure out what games I should dedicate my limited free time to, and nothing informs gamers better than a review of pre-retail code, right? Though in the particular case of Hell’s Highway, I was astonished by the absence of a final score. The reasoning (emphasis mine):

While we didn’t encounter any bugs in the build we played, at the last moment before going to press, we received word from Gearbox that their commitment to fixing a one-in-200 crash bug has delayed final code of the game. In addition, Ubisoft was unable to provide specific information about possible DRM restrictions at press time. In keeping with our policy of reviewing finished code, we are withholding our score until next issue when we’ve played the final. In the meantime, we feel that the text detailing what we saw in the build we played will be helpful to you in making your game purchasing decision.

Being my usual cynical self, my first reaction was: what were you doing reviewing unfinished code? Furthermore, if specific information about DRM was required to provide a final score, what in the fuck is Spore doing with a 91%?

Is this another way of saying that exceptions are made for the big releases? That something as restrictive as the DRM that comes with Spore should simply be ignored in the interest of getting that high-rated exclusive review to press? In all fairness to PC Gamer, from what I saw in the other game reviews they do mention where games have potentially intrusive DRM in a sidebar.

Yet in the same issue, the review of Crysis Warhead has a note that says:

Although we know that Crysis Warhead will use SecuROM copy protection and require online activiation, there was no word at press time about the exact number of installations that will be permitted per copy…nor whether those installations will be revokable.

And despite that nebulous advice, the game got a 73%.

Hell’s Highway seems to be the exception here, and calls into question what should constitute a comprehensive and fair review in the age of DRM.

I’ve followed the saga of Spore‘s DRM and the backlash from fans, gamers and consumers of said product, and while EA has made the token gesture of allowing gamers to install it five times instead of three, the precedent has already been set: gaming software is disposable. By accepting the EULA and subsequently installing whatever copy protection or check-in application that runs alongside the actual game, you are essentially agreeing to terms that allow you to use the software temporarily, and completely on the terms of the publisher. Spore isn’t the first title that ignited such a response from gamers: Both BioShock and this year’s PC version of Mass Effect used similar technology. Though in BioShock‘s case, the DRM was removed by a later patch in response to complaints.

Despite this criticism from the game-buying public, the influence of these practices by publishers to protect their software are still absent from most reviews, and how it affects the game playing experience. In the interest of reviewing the game itself and not getting caught up in technical issues, I can understand this approach. But to me, this is the same thing as talking about minimum system requirements. It certainly affects the replayability of the game if you can only install it a limited number of times. And what about the game’s posterity? Will this authentication work in 10 years? The ability to play any game I own whenever I feel like it is a comforting thought – but this appears like it may be a luxury of the past. The once simple act of installing a PC game is becoming a more involved process; I only have to look back at the angry mob waiting for Steam to register their retail copy of Half Life 2 just so they could play it. And this, it seems, was only the beginning.

I don’t expect a reviewer to hold up a final verdict because DRM details were not available, or if the reviewer agrees with these practices. DRM isn’t going anywhere, and at that rate no game would ever get a score (certainly a good day in my book, but that’s a topic for another discussion). But I do expect to have some discussion on its effects on the game present in the review. Gamers should be made aware of what they’re getting into with each purchase. Once the user has accepted the EULA and is ready to install the game, the chances of returning it for a full refund just dropped to 0. If they are unsatisfied with any aspect of the game they are basically stuck with something they don’t want. They’ll be lucky if they can unload it on the secondary market, but for PC games that’s becoming an equally daunting proposition as modern DRM works towards isolating installations to the original machine. Indeed, DRM is now entrenched in PC gaming culture, and it’s about time that game reviews started addressing more diligently, or at the very least more consistently.

This entry was posted in game culture, gaming media, pc gamer, pc gaming. Bookmark the permalink.

5 Responses to Should DRM affect game reviews?

  1. It’s a tough situation for reviewers. Most of them – and most people in fact – have no trouble with DRM in games. Spore caused no problems for me, Colonization was worry free in spite of Securom and I expect no issues with Fallout 3. Do I just rely on what people are saying on internet forums? Do I include a security notice in every review (This Game Uses Securom)? As you say, DRM is going to be around for a while, and I don’t think it’s usually very intrusive or annoying.

    Some people will have trouble, naturally, and through no fault of their own. And there is a loud minority that will have problems with all security measures, even something as basic as CD-checks or online authentication.

  2. Andrew says:

    For the most part I agree with what you’re saying, because I don’t want bitterness surrounding copy protection to overshadow the game itself (it’s not the designers’ fault). But I only have to look back to my review of Call of Duty to see that people were throwing their hands up at SecuROM even then (just look at the comments section). And that was just a check to see if you’re using an original game CD.

    My worry is that if mainstream game reviews are the face of the hobby, and continue to ignore or cast aside these concerns as copy protection technology gets increasingly restrictive or causes technical problems with some systems, we will find ourselves one day wondering how we lost control of the software we have purchased. EULAs are no longer just telling you not to copy the game – they’re saying you’re effectively renting it from the publisher. And if you can’t play it, well, good luck returning it. In this regard, I think it’s probably more worthwhile including information on the type of protection used along with the minimum system requirements on the boxed product, which would avoid these unfortunate circumstances.

  3. Brent Garnett says:

    Play a game 10 years from now? Are you going to keep your hardware and software stagnant for that long?

    Don’t get me wrong! I fully agree that software developers should take a deep breath and remember who they are writing software for. The consumer. The people they shouldn’t be pissing off. DRM helps NO ONE, except perhaps lawyers.

    Back to my original point though. I recently decided that I would play Nox. I love this game! Cleverly written, relatively simple to play, and hours of fun!

    I installed the game and imagine my disappointment when I discovered that I was unable to get my cutting edge PC to emulate the proper hardware and software environment needed to support the game. It had become an antique.

    Sure there are emulation modes within Windows to make it behave like Windows 98 or others but try as I might, the game wouldn’t play. Broken graphics, no sound, no game.

    I have a CD rack full of my favorite games I’ve played over the years and now I’m thinking that I might as well chuck them out. Of course I also have my old Windows 98 disc and lots of antique hardware in my crawlspace so I COULD build an old school PC gaming machine…

    There’s a lost weekend for ya!

  4. Andrew says:

    In response to your first remark, some forms of SecuROM only allow a certain number of installations, period. Non-revokable. It doesn’t matter if you switch or update your computer.

    As I said in the original post, DRM is yet another layer of complexity added into the already convoluted process of installing a computer game. We don’t yet know that this copy protection will even work in the future on newer operating systems. Will the publishers issue patches to remove it years from now? I doubt it. You’re better off looking for 3rd party cracks and saving yourself the trouble.

    Games are constantly outdating themselves. Unless you’ve got a bunch of old consoles sitting around, or have the time and inclination to build a “classic games” PC as you mention, you’re stuck in the present.

    DRM is just making a bad situation worse. Not only does it tarnish the initial consumer experience, it is overtly affecting the longevity of games. With a lack of demand on the secondary market for PC games that have this protection, I’d agree that they’re probably better off in the garbage. Unless you really like the look of that CD rack.

  5. Pingback: Tales of a Scorched Earth » Blog Archive » PC Gamer: striving to lower expectations, one beta review at a time

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>