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What's Missing from the StarCraft 2 LAN Discussion
Robsavillo
Tuesday, June 30, 2009
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sc2Ars Technica had a great summary article of several interviews given by Blizzard regarding the hotly anticipated StarCraft II, due out sometime this year (hopefully!)  Rob Pardo, Vice President of game design; Dustin Browder, StarCraft II lead producer; and Chris Sigaty, StarCraft II lead designer, spoke with IncGamers, Destructoid, and 1UP over the last few days.

One of the major complaints from gamers centers on a comment made by Pardo, who stated, "we don't have any plans to support LAN."  Just in case that wasn't clear enough, he reiterated, "we will not support it."

Many gamers are miffed at these statements, because LAN was a central feature of the original StarCraft, which even included the ability to create a spawn copy of the game on the other computers connected in the LAN.  The fact that Blizzard currently has no intentions of supporting this feature in the sequel feels like a slap in the face to some.  Others are perplexed why so many gamers are concerned with LAN play given that games could just as easily be set up through Blizzard's own online service, Battle.net.

 

The debate has generally centered around these arguments, as well as claims that dropping LAN play is necessary to prevent piracy (debatable), gripes of the necessity of an internet connection to play the game with friends (reasonable), and proclamations of "get with the times, grandpa!  Who uses LAN these days anyway?"  What has been strikingly absent from this debate is the subtle realization that what Blizzard likely wants is for everyone to buy their own copy of the game.

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Think about the nature of entertainment for a minute.  When you invite your friends over your house to watch the Iron Man film, does everyone bring their own copy?  Does everyone in your family open up their own copy of Monopoly when you'd like to play together?  If you go to a friend's house to watch The Daily Show with John Stewart, are you required to have your own home subscribed to a cable service that offers Comedy central?  The answer to all of these questions is no, but increasingly, the answer for video games is yes.
 

Why do video games have this ability to require every player to purchase his or her own copy in order to participate in the social aspects of the medium, while games' analog counterparts and other types of electronic entertainment do not?  We know the answer -- it's simply because game developers can.

Games are a digital medium from the beginning, and therefore, with the internet, the creator of a given work is able to have a greater amount of control over how the content is used.  There are no inherent limitations in this medium that prevent game developers from requiring each player to purchase their own copy of the game.

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A game like Monopoly can't be split up in order to force players to purchase the game six times, as a single copy of the game would be useless.  There's just no way for Hasbro to force each player to purchase their own game.  Likewise, there's no way for Paramount Pictures to know how many people are watching Iron Man at your home.

But Blizzard can know -- by requiring that each copy have a unique CD-key, requiring that key to be tied to a unique online account, requiring that account to be connected to their online service to create multiplayer games, and then preventing one account from hosting a game for multiple players, which means removing support for LAN play.

For some reason, we let video games have this pass, but we'd cry foul if another entertainment industry attempted to do the same.  We allow game developers to dictate how we use the content that we've already purchased, and game developers can dictate the terms because the medium they work in gives them free reign to do so.

Addendum: I see that this article has made the spotlight, so I decided to take the opportunity to write this.  My argument is essentially that already made by Lawrence Lessig in Code v2.0, which is a commentary on the nature of copyright and people's ability to use content as they wish in a world dominated by digital content.  I simply wanted to highlight that Blizzard is engaging in a bait-and-switch.  The piracy argument is the bait, and the switch is the consumer's inability to play with friends on a single copy.  I can't exactly fault Blizzard for going this route, as their medium gives them the ability to do so and the nature of capitalism is to maximize profits.  But that doesn't mean I have to approve.

 
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Comments (9)
Default_picture
July 01, 2009
Read there was a petition of that was signed by over 6000 fans to have LAN-Play back in this game.
37425_412468101714_719286714_4780931_4814727_n
July 01, 2009
Not finding some way to have LAN play included in the game is a very poor decision. As much as Blizzard may say that it is to prevent piracy, many believe it is solely to force everyone onto Battle.net. There are also rumors that Blizzard may eventually want to charge for Battle.net much like they do for Wow, which also will not make people happy at all. If we are going this nuts here about this, I wonder what South Korea is thinking.
Default_picture
July 01, 2009
If they go to this and see a large drop in numbers. Do you think they will implement this then? It is that Activision/ Blizarrd trying to milk the cow dry on something else.
Default_picture
July 01, 2009
Blizzard sure has a mess on their hands...I was going to write on this myself. I think they sorely underestimated the importance that LAN has to their fans (specifically the core fans). You make good points, and I think those are ultimately tied to the piracy debate. Preventing one account from hosting a game for multiple players is moreso arguing for the point of spawn installs from the original SC, where players who didn't own the game could install a spawn such that they could play LAN with somebody who did own the game. More recent games (to the best of my knowledge) still require valid, individual copies of the game to play a LAN, so that's really nothing new. What this MIGHT affect is whether or not you can lend somebody the game, much like you can lend a DVD to somebody (which is where I think your argument comes in). If you are forced to tie your copy of SCII to a Battle.net account, it's possible somebody else trying to play the game would be out of luck unless you gave them a sign-in and password (something people won't be as comfortable doing). If this is indeed what gets enforced, it's an outrage - the fact that ownership is enforced for online play with friends is likely to get most people to buy the game anyway. This is, of course, in addition to all the other points that have been getting thrown around. I know people who HAVE pirated for a LAN, but if anything this leads to more sales when they want to buy the game so that they can play it online with their friends at a later time. One has to wonder if Activision doesn't have their hand in this somewhere.
Robsavillo
July 01, 2009
Derek, Blizzard is already planning on using micro-transactions for some Battle.net features, like hosting your own tournament or creating your own league. It remains to be seen if Blizzard will try to make the entire service subscription-based, but I have my doubts that will happen. When Microsoft required PC gamers to have a Gold membership to play multiplayer for Gears of War and Universe at War, PC gamers balked and refused to do so, unlike their Xbox counterparts who bought the whole scheme hook, line, and sinker. Eventually, Microsoft allowed PC gamers to have full multiplayer accessibility without paying for it. Great points, Garret. The chipping away of first-sale rights (lending, borrowing, selling) has been underway for some time, beginning with unique CD-keys. Remember when Electronic Boutique and Babbage's sold used PC games? After the introduction of unique CD-keys, the used markets for PC games dried up rapidly since the second buyer could no longer make use of the product. I think my point still holds for multiplayer. No other medium requires that each player/viewer have his or her own copy to participate in the social aspects of that medium -- not films, not board games, not television. Yet video games increasingly do. You're right that many new games do require each player to have his or her own copy to play together, and the internet makes this possible through online authentication and online accounts. Virtually every game from the '90s I can remember playing allowed players to use either direct connect or LAN for offline multiplayer with one copy of the game, but this is increasingly rare. And there's the disappearance of split-screen multiplayer on consoles, a feature which I feel is also becoming increasingly rare.
Demian_-_bitmobbio
July 01, 2009
I'm not so sure I can agree with your reasoning here. There are tons of multiplayer videogames that are designed to be played by multiple people sharing one copy in a living room. And I don't think it's true to claim developers are moving away from that -- look at the Wii, Natal, and probably Sony's motion deal, those are all specifically designed for multiple people sharing one game together in a room. If Blizzard needs to drop LAN support as the only/best way to combat piracy, so be it. Do you remember how badly StarCraft was pirated? If you want to have nice things, you have to pay for them, unless you'd prefer big budget PC titles die, to be replaced by free to play MMOs and flash games.
Robsavillo
July 01, 2009
Demian, I'm not convinced that any amount of piracy for the original StarCraft prevented the game from being profitable, and again, the implication here is that people who pirate games would purchase those games if there were no other way to obtain them. There's no evidence that any such thing would occur. Furthermore, considering that the original StarCraft, an 11-year-old game, continues to sell in the top 10 for PC games, I really don't think that any hack using the game's LAN functionality is holding back sales. Also, I never said that all games prevent multiplayer with a single copy, but I do feel that more games are doing so than did in the past. The PS3's Motorstorm is an example -- no local multiplayer, online only, which is odd for a racing game. Most DS games require each player to both have a copy of the game to take full advantage of the multiplayer features. Company of Heroes requires an internet connection and unique online account or a disc in the drive, which effectively means that each player needs his or her own copy of the game to play together locally.
Default_picture
July 01, 2009
Great article. I can see things are moving in this direction. Am I the only one that cares about the technical limitations this issue brings up? If a group gathers for a LAN party now they will all have to share an internet connection to play together. Maybe this isn't a problem for most people but I'm concerned about it. Steam requires that everyone has a copy of the game but at least they let you play LAN when a group is togther.
Default_picture
July 07, 2009
Rob, I definitely agree that more games are requiring individual copies of the game for each player. Unfortunately, because of that feature, I find myself buying far fewer games and avoiding many that I would have bought if they had local multiplayer. I used to play Farcry with my friends but avoided the second one because they don't all have 360's so the cost of playing it together went from $60, to at least $840 for the four of us. I think many developers think that people either just prefer to use the internet for all their interactions with other players and don't look at multi-player gaming as a social event anymore. I'm holding out hope that Blizzard with decide to enable LAN play once you've registered your copy of the game online with them or something. If not then my friends and I can't go out to my cabin in the woods with no internet for a weekend of gaming and relaxation.
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