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And yes, for some of you this all may sound like a squall in a teacup.īut for me, it’s as simple as Stardock’s ‘Gamer Bill of Rights’ (links to PDF). Yes, the internet’s generally there when you need it (or at least it is for some 228 million US internet users, to say nothing of potential gamers in countries with radically lower numbers–what about them, Ubisoft/EA?). Let’s call my reaction “nonplussed,” you know, as a euphemism for “ready to chuck my computer out the window in handfuls after machine-gunning it down to Lego-sized bits.” Without them, Steam won’t let you play installed games until you’ve reconnected to the internet.
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Without internet access, I couldn’t access Valve’s Steam digital distribution gaming service on my desktop PC because I’d elected–as a “best practices” security measure–not to store my sign-in credentials locally. Last year, for instance, I was caught between non-overlapping ISP plans during a move.
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And, for various reasons–business and vacation trips, wonky wireless drivers and router incompatibilities, random brownouts/blackouts, significant ISP downtime during residential moves, spotty service at airports and coffee shops–I’ve spent substantial amounts of time offline. I’ve had the opportunity to use–both in a traveling and residential capacity–ISP services spanning multiple continents. Ubisoft and EA’s latest games may require a “permanent internet connection,” but the truth is, no such connection actually exists. Trouble is, the internet remains an immature, inherently inconsistent service, irrespective of how many people have residential plans or which ISP they’ve signed with. That Ubisoft and EA’s new policies would discriminate against a quarter of the populace notwithstanding, you can’t sneeze at 228 million people, even if only about 70 million of those, according to a June 2009 Leichtman Research Group report, connect at speeds we’d call “broadband.” Like gravity, or air.Īccording to an August 2009 Nielsen Online report, 74 percent of the United States population has internet access. And there’s the issue of force-fed patches, which require you swallow any accidental or intentional developer missteps along with basic fixes–no waiting for later versions (or just avoiding them altogether) while pleading your design-related case.īut were the internet a force of nature, I wouldn’t think twice about the underlying connectivity requirement, because I’d take it for granted. There’s the question of user mods, which sound pretty unworkable here. what sort of information Ubisoft and EA may or may not be collecting about you and your play habits, what they do with that information, and whether they have the right to monitor you at all. There’s still the question of privacy, i.e. In a magical, misty-eyed world where the internet works something like The Force–always there, dependably accessible–the connection thing’s a non-issue.

Fail any of the above, and you’re dropped unceremoniously to the desktop.
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In trade, you get to authenticate against Ubisoft’s servers with a username and password each time you load, have to endure any updates or patches the company delivers (whether you like what they’ve changed or not, or care to wait for each download to finish), are dependent on their servers being available, and have to remain connected while you play.
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That’s it then–Silent Hunter 5’s full upsell. But on balance, it sounds like Ubisoft flailing to come up with one more reason to justify an intrusive, creatively bankrupt anti-piracy scheme, portraying it as a gilded necklace instead of the choke collar it actually is. As an optional single-player feature, it might have some value–you know, for the point-one in 1000 gamers that accidentally deletes his or her My Documents folder, or suddenly loses a hard drive.


Since it’s not, it sounds more like sugar-laced water from a sponge at the end of a stick. And finally, “Saved games are synchronized online.” If Silent Hunter 5 were an MMO, this would be helpful.
