Kthanid wrote:Take a look at League of Legends as a good example of this.
Define good. I never bothered with LoL, because I dislike that system. I don't mind pay to play, but I do mind games where you can pay to improve or unlock more. Once that's started, where's the limit?
Kthanid wrote:Piracy has existed for the entire history of gaming (and existed in other mediums long before that). There is no reason to "struggle" against it.
That it always existed doesn't mean they can't take measurements to reduce it. If there was no single reason to care about piracy, AH could just put the LoG installer online somewhere with a message underneath "Download only permitted to those that paid for the game".
Copy-protection is always a question of balancing the usefulness against the annoyance it causes the end user. Honestly, I find "being online" nowadays a much less annoying requirement than "having the correct CDrom in the drive", yet the latter was a standard copy protection for ages.
Does D3 come with the "always online" requirement a tad too early? Perhaps. Blizzard has run WoW since 2004, and it of course has the "always online" requirement. It's 8 years later, so they think they can implement it in their other games. Perhaps it's too early, as lots of internet connections are still unstable, and enough people play games in trains or on vacation on their laptop as well.
However, eventually somewhere towards the end of this decennium everyone has stable internet everywhere, and then "always online" comes as zero annoyance to any user as they will be always online. Then it only makes sense for everyone to use it as a copy protection, as by then it no longer comes with a downside.