Also, maybe the flagship DRM-free store should be encouraging a revival of those "old" modes like LAN, instead of pouring resource-over-resource into making "the client to end all clients".
Hey, you know what?
Maybe it was supposed to be read as:
"the client (software) to end all clients (loyal GOG customers)".
IMA head out /s
And yes there are games like this out there, Grim Dawn for example is one of them that by default
support peer to peer MP, one is the HOST the other just join. But even back in the days with games
like Battlefield 2 that HAD a dedicated server file package you needed to provide ALL the extra work
your so called "THIRD PARTYS" provide these days, to have a ranked system working.
Completely with database, login accounts and so on. But yes you re right that was full MP DRM too and i am the dumb IT Sys Admin here, who knows jackshit how things work yes?
Well perhaps you gazed too deep into the abyss and stopped seeing world outside of your designated ruleset.
I have 2 things to say to you:
1.The "my rewards" is actual
singleplayer content. No matter how insignificant it is or how much SPECIFICLY YOU
"don't care", it is STILL
singleplayer add on content (dlc if you will) that is gated behind 3rd party server connection
It's significance and value in regards to gameplay in this so far singeplayer
game actually doesn't matter
It's about PRINCIPLES
- a concept vast amount of people worldwide don't want to fight for unless it affects them personally
2.Multiplayer by itself isn't
Whether multiplayer has DRM or not highly depends on implementation.
To give you an idea what I'm talking about:
it's ENTIRELY possible to create multiplayer netcode that doesn't
rely on de facto 3rd party (in regards to game developers' efforts) piece of software called "GOG Galaxy".
And you DON'T
actually have to use direct IP to achieve that.
It's enough if you create your own server backend to which your game's netcode communicates.
Then let people join lobbies based on nicknames.
Would that introduce piracy of GOG builds? Yes.
One way to avoid that is multiplayer token of sorts, say, serial key.
Which IS a form of DRM if used for singleplayer and could be seen as a form of DRM if used on multiplayer (I would say it's debatable). Still, better solution than Galaxy.
And if you happen to code UPnP into your game's netcode then you don't have to give a single C about any port opening (most customers worldwide are ignorant enough to leave their routers on default settings so it would work for majority ootb, and for those security conscious people, they either would get this working themselves, put the game on DMZ, or refuse to play the game alltogether per their own "ruleset" called "principles").
While having central server the game communicates to with hardcoded netcdode values, holding a list of self-hosting servers (obviously you would have to make them work, but again, now is not "past" just present, standards are different now and I see no problem with publicly hosting docs for configuring self-hosting servers for your game online, this would be a problem for some people 15-25 years ago, but not anymore) would ensure "game survival after official servers are shut off". You could also make the netcode value overrideable by cvar cfg file so that should the "central server list server" die some day people can offspring their own and redirect to it.
I can give you 2 examples. Both are DRM-ed games but I want you to focus on netcode and the used implementations.
1.Hitman 2016. The game authenticates DLC statuses and some minor data through Steamworks but outside of that relies entirely on connection to developers' (IOI) servers for checking and authenticating challange progression as well as afaik entire portion of non-singleplayer content.
2.Destiny 2 (and I will not talk about things like their down right INSANE
I will TLDR the C out of this as net structure of this game is really complex.
Basically they use UPnP based P2P combined with some centralized server aspects for stuff like user authentication.
It's far more complex than that but in short that's it.
Of course the game uses account authentication, and it's pretty unavoidable considering scope of the game (you need SOME
form of stats preservation that doesn't risk unauthorised other-user access).
My point is, it's ENTIRELY
possible to create multiplayer netcode that doesn't rely on 3rd party LAUNCHER
CDPR could have 100%
made Gwent not utilise Galaxy at all
and instead having in-game GOG account login
or as far as just nickname-like based authentication
with no account login.
Oh, and just so you know, I am atm quite busy making a deployment, so at a certain point in time I will dissappear and will not show up for at least DAYS.
So don't expect me to respond "immediatelly" should there be a need for it.
you as HOST has to provide all the work the "THIRD PARTY" usually has to do
Your convenience or inconvenience specificly in regards to making sure your network infrastructure can handle things ootb
or not is 100% irrelevant to the definition of DRM or lack thereof.
You guys have yours, thats fine. See you around o7
Such bait is utterly useless without specifying your designated timezone. And the "from" flag under the avatar is worthless since anybody can set anything there.
(just in case you didn t realize, yes i am fucking cynical atm)
I suggest Matcha for stress relief.
If you really think GoG is pushing real DRM, then you don't have seen DRM yet, i think. But hey
again, you are free to believe what you want to believe on that.
You are free to remain ignorant and stay in your comfort zone for the sake of not hurting your ego by admitting you may be mistaken.