Order Of War's Always-On DRM Fiasco Shows How Dangerous DRM Is
Order of War: Challenge is a real-time strategy game; it's a title that used to afford players massive multiplayer online battles and sported a single-player component during its run. It was affected by always-on DRM and relied on active servers to operate. Square-Enix shutdown those servers. The game ceases to function. Valve was forced to remove the game from Steam's user libraries because it became a digital dud.
Forbes' Erik Kain does a fantastic job of summarizing the travesty that is the security measure in the video game realm known as always-on DRM, also referred to as always-online digital rights management. The purpose of this blockade is to checkpoint gamers at the start (or the middle) of a game to ensure that they are the rightful owners of the content; that they aren't stealing anything or that there is no way to pirate the software.
All MMOS utilize always-on DRM for security and stability purposes, and as noted by Erik Kain...
In the case of Order of War: Challenge, it was an extension of the standard Order of War and worked as a standalone expansion.
Even though the game shutdown back in September, news about it spread steady like Jeong-beom Lee's slow burn thriller The Man From Nowhere, leading up to an explosive wildfire umbrella over the news wires.
The ruckus about this game shutting down spawned from this message on the former Steam product page by Square-Enix's support staff...
We've ran into this problem before, where always-on DRM prevented gamers from accessing titles like Diablo III and caused a massive firestorm from the community with SimCity earlier in 2013 and had EA under further scrutiny when DarkSpore ran into a DRM server hiccup.
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This issue also calls into question that of ownership – while pro-corporatists will always regale the notion that gamers own nothing, the reality is that anyone with an older copy of a disc, cartridge or floppy can pop it into the respective slot and play the game. It's not a matter of owning the software itself but owning a means in which to access that software anytime you want. Always-on DRM prevents any measure of ownership whatsoever, and Erik Kain used a very fitting analogy to describe the feeling that succumbs some gamers when always-on DRM hits...
Thankfully, the VZBV has been fighting hard to get gamers their fair shake from Steam. However, it's not really in Valve's hands. It's an issue that supersedes distribution portals, just like GOG.com has no control over Fallout games being removed from their services.
This here is a fight between gamers and publishers; a battle to be won based on who rewards publishers for taking away your rights. Supporting always-on games will only lead to losing those games in a foreseeable future where those titles are no longer going to be part of gaming history.
Staff Writer at CinemaBlend.