Always-on DRM or always-online DRM is a form of DRM that requires a consumer to remain connected to a server, especially through an internet connection, to use a particular product. The practice is also referred to as persistent online authentication. The technique is meant to prevent copyright infringement of software. Like other DRM methods, always-on DRM has proven controversial, mainly because it has failed to stop pirates from illegally using the product, while causing severe inconvenience to people who bought the product legally.
Popular video games such as Diablo III and Starcraft 2 employ always-on DRM by requiring players to connect to the internet to play, even in single-player mode. Reviews of Diablo III criticized its use of always-on DRM. As with Diablo III, SimCity (2013) experienced bugs at its launch due to always-on DRM. Its developer, Maxis, initially defended the practice as being a result of the game's reliance on cloud computing for in-game processing, but it was later confirmed that cloud computing was only necessary to support the inter-city and social media mechanisms. Tim Willits at id Software has also defended the use of always-on DRM, arguing that it would make updates easier. This later received even more criticism, with users stating that these updates could potentially render the game unable to be played.
A major disadvantage of always-on DRM is that whenever the DRM authentication server goes down or a region experiences an Internet outage, it effectively locks out people from playing the game, hence the criticism. Another major disadvantage is that if the servers are ever shut down, the game is rendered completely unplayable.
Ubisoft's first titles requiring an always-on connection were Silent Hunter 5: Battle of the Atlantic and Assassin's Creed II, of which the former had reportedly been cracked as of the first day of the game's release. Assassin's Creed II was later cracked on the day of its release in Japan. Ubisoft also used always-on DRM in Driver: San Francisco, which was also cracked. However, the company announced in September 2012 that it would not employ always-on DRM in its future games, although they decided to re-implement the DRM again for The Crew (despite having a story mode), The Division (although it should be noted that it was never meant for single-player gameplay) and For Honor.
The Crew garnered criticism due to it being always-online in spite of having a campaign. Ubisoft later confirmed that the game would not be available offline, as they wanted to make the game a living world with multiplayer and single-player combined.
EA was later criticized for making their latest game Need for Speed always online, even though it had both single player and multiplayer modes. EA later stated that this was because the game was an ever-expanding world that would be constantly updated and that it would be required for taking snapshots and posting them on Autolog, which would earn the player Experience points and other rewards if the snapshots are liked enough. This later garnered more criticism. In the end, it was later found out that the reason for drastic framerate drops in Need for Speed on all platforms was because of the always-online connection. Because of this, EA decided to make all their later games to be playable offline, with the latest Need for Speed game, Payback, having an offline single-player campaign mode.
HITMAN was later criticized to be always-online to be able to save in certain areas of levels in the game. Square Enix clarified that there would be no fix for it as the game was "a constantly, evolving, living world of assassination that will grow alongside the community with frequent content updates in between the launch of each location. This live content includes new contracts, escalation contracts, elusive targets, and even additional challenges", and while it is possible to play the game offline, two separate save states for both offline and online have been made. However, the game was later patched to make sure that all locations and levels could be fully played in offline mode, with the disadvantage being that leaderboards would not be accessible, regular updates would not be installed, and live events would not be available for playing.
Quantum Break, a game developed by Remedy was also criticized for being always-online on the PC version, due to the fact that live episodes limited to 4K resolution had to be streamed because of storage limitations according to Microsoft, despite the fact that personal computers can be constantly upgraded with more storage as time goes by. Nevertheless, it is possible to play the game offline without logging into Microsoft, but it will result in the live-action cutscenes in the game being disabled, leaderboards becoming inaccessible, and it will also result with another consequence, the game's protagonist Jack Joyce wearing a pirate eye patch, which is a reference to another Remedy-developed and Microsoft-published game Alan Wake, where the protagonist Alan Wake would wear an eye patch should the Steam version of the game ever be pirated. Playing the game offline without logging into Windows Store will make the game think that it has been pirated and make Jack wear the eye-patch, but warez group 3DM managed to make a trainer for the game with an option to remove the eye-patch.
DOOM was also later criticized of requiring to be always-online in order to use the Vulkan API recently implemented in the game in an update, although it can still run offline with the OpenGL executable.
Xbox Play Anywhere games like ReCore, Gears of War 4 and Forza Horizon 3 have also been criticized of being required to be online to be launched and to be authenticated every 24 hours. Denuvo was also immensely criticized of using a similar method, and many tech reviewers had problems benchmarking Denuvo-implemented games like Tom Clancy's Ghost Recon: Wildlands and Deus Ex: Mankind Divided.
As of October 2015, always-online games with single player modes that now have had dead servers for six months and longer are now exempt from DMCA prohibitions on circumventing copyright protection.
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