Elader Arkon
Helped Tek test a thing
From MTV Multiplayer blog
And you know what, I think he's dead on.
If you design a system with the idea that you are always going to be connected in a similar vein to an MMO, you can do things drastically different, and have more leverage with that you do and allow for in a multiplayer experience. People don't demand an offline mode for an MMO, even though (at least in my experience) you spend the majority of the time going it solo or with just a couple friends. It simply doesn't make sense for that kind of thing, because they weren't designed to be played offline. Blizzard, being a multiplayer oriented company (I defy anyone to prove me otherwise), is simply taking the advantages allowed with an always-on connection to the next logical step outside of an MMO.
One of the reasons the online-only decision upset fans was because it was believed limiting piracy was the rationale. Other companies, like Ubisoft and Capcom, have implemented strict digital rights management (DRM) rules about keeping even single-player games connected online. Was this the case for Blizzard? Bridenbecker says not at all.
"Internally I don't think [DRM] ever actually came up when we talked about how we want connections to operate. Things that came up were always around the feature-set, the sanctity of the actual game systems like your characters. You're guaranteeing that there are no hacks, no dupes. All of these things were points of discussion, but the whole copy protection, piracy thing, that's not really entering into why we want to do it. I'm a huge purveyor of online sites and from my standpoint, I don't look at DRM solutions and go, 'Wow, those are awesome.' I look at those and say, 'Wow, those kind of suck.' But if there's a compelling reason for you to have that online connectivity that enhances the gameplay, that doesn't suck. That's awesome."
So if piracy and DRM never came into the decision, why not just offer an offline mode for those that want to use it? "Let's say we want to create an offline capacity," he explained. "You're introducing a separate user flow, a separate path that players are going to go down. And, at the end of the day, how many people are going to want to do that?"
And you know what, I think he's dead on.
If you design a system with the idea that you are always going to be connected in a similar vein to an MMO, you can do things drastically different, and have more leverage with that you do and allow for in a multiplayer experience. People don't demand an offline mode for an MMO, even though (at least in my experience) you spend the majority of the time going it solo or with just a couple friends. It simply doesn't make sense for that kind of thing, because they weren't designed to be played offline. Blizzard, being a multiplayer oriented company (I defy anyone to prove me otherwise), is simply taking the advantages allowed with an always-on connection to the next logical step outside of an MMO.