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Kotaku caught up with the man behind the PC hit Spore, and decided to ask him how he feels about the controversy surrounding the game's DRM. To summarize: "its an interim solution to an interim problem" and the future sees an "online monetization model".
"It was something I probably should have tuned into more. It was a corporate decision to go with DRM on Spore. They had a plan and the parameters, but now were allowing more authentications and working with players to de-authenticate which makes it more in line like an iTunes. I think one of the most valid concerns about it was you could only install it so many times. For most players its not an issue, its a pretty small percentage, but some people do like wiping their hard disk and installing it 20 times or they want to play it 10 years later."
Im not sure if I totally agree its a non-issue only involving a smaller percentage, why else would EA care so much to go back and alleviate some of the complaints? Clearly, DRM is not the best way to go to help prevent piracy, so I asked Wright if he thinks the DRM model is here to stay or if its only temporary.
"I think its an interim solution to an interim problem. You have games like Battlefield Heroes coming out where the idea is you give away the game and sell upgrades, which works more in the Asian markets where you need to monetize it over the Internet. I think were in this uncomfortable spot in going from whats primarily a brink and motor shrink-wrapped product to what eventually will become more of an online monetization model."









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If not, what's to fear about DRM?
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