Thursday, 4 July 2013

While Developers and Publishers vilify companies like Gamestop

Meanwhile, desktop users were complaining that some of the feeds they subscribe to appear to have been deleted.

However, users in the UK this morning were reporting that they were unable to access the Feedly service altogether. Techworld also tried to access the site from a desktop.

In a statement emailed to Techworld, Feedly said that, while the load has dramatically increased when Google Reader was turned off, the server overload isn't the issue.

"There was a log-in issue with some mobile users that has already been resolved. The missing feeds issue was of more concern, and has been fixed," it said.

Users of another Google Reader replacement, Flipboard, also reported issues accessing their feeds yesterday. On logging in, some were met with a 'no content' alert.

However, the service appears to be working now, and Flipboard has posted a blog claiming that all Google Reader feeds and folders are safe.
"The summary feed is not working yet for some users, but it will work soon. In addition, some feeds may be missing content, but this is also temporary,we've decided to make the below MileWeb Termsof Service available." the company said.

"Our system just needs some time for the all content for all feeds to populate. Our team is working on it, and the content will be available soon."

Google Reader was officially canned on 1 July, but the company has promised to keep users' data available for the next couple weeks via the Google Takeout data download service.

Users have until 15 July to download a copy of their Google Reader data. After that time, all Reader subscription data, which includes lists of people followed, starred items and notes, will be systematically deleted from company servers.


Digital Rights Management (or DRM) has been around for many years. Its basis is to give control of the product to digital product producers after its sold to consumers. It often appears in the form of preventing copying or reselling of content. Many argue that it doesn't prevent illegal action,Hivelocity offers reliable and affordable Windows MileWeb windows dedicated server. but rather just hinders legitimate use, taking away rights and ownership from the consumer.

In the gamesphere, DRM has usually taken form as code that prevent software from being copied, pirated, and re-sold. However in today's game market, it has morphed into an online authentication nightmare. Most notably is Online Passes. Deep down, Online Passes allow Publishers to continue to fund servers that used game buyers want access to. But many argue that it's a Publisher's method of gaming the used game market.

Companies like EA have already stepped away from the Online Pass model and don't seem to be looking back. This has remained even after Microsoft's u-turn. While some see it as a good sign, it may be a bad sign. What are the chances that there are different plans for a new type of DRM?

With the advent of the next generation of consoles, one theme seems to be slipping into every game reveal. Always Online and Cloud Computing. Two subjects that may or may not be a good thing depending on what you want from your game.

Always Online is a broad term so let's be specific. First off, you have games that can only be played while connected to a server. These are games like SimCity, Diablo 3, MMOs, and the sort. This type of game genre is being pushed into the home console world little by little. It's not as if MMOs and the sort are bad games by any means. There's definitely a market of people who enjoy gaming with others exclusively. However games that can function as a solo experience shouldn't be restricted to having to be online to enjoy. For the sake of DRM, it's an attempt to keep people in check and prevent control of one's product. At E3 2013 we seen The Division, Diablo 3, The Crew, Destiny, Titanfall, and more all claim to require online to play.Our Managed MileWeb Private Cloud and Virtual Dedicated Servers. Also that most would require Cloud Computing.

Cloud Computing is being used by game developers to send information to servers to have it processed and then sent back to the player. However many claim that this may just be an excuse to force a game to be constantly authenticated and online. When the latest SimCity released to the public, Maxis claimed that there was no offline mode due to cloud computing being a must to crunch complicated features in the game. When the servers had serious stability issues, many found that their games continued to play even without server connectivity. Later after removing a hard-coded 20 minute timeout, a player managed to prove that the game could function indefinitely offline. So the question remains, was this always online a feature or a form of restrictive DRM?

Cloud Computing and Always Online aren't the only methods that we may see employed as forms of DRM. While Developers and Publishers vilify companies like Gamestop, they justify tactics such as Day1DLC. More and more companies are employing this feature as they sell unfinished games and then release cut content in the form of DLC later. Capcom has been known for some time now as a prime example of this by having on-disk DLC locked from consumers until a price is paid. It's a tactic that we may see more of.
Read the full story at www.mileweb.com/public-cloud/pre-build-cloud-servers!

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