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On Bulletstorm DRM and GFWL

Destructoid has a report on plans for copy protection in Bulletstorm, along with a follow up on the DRM in People Can Fly's upcoming first-person shooter. They note that the Electronic Arts Online Disclosures for PC Games Page indicates the digitally distributed version of the game requires a persistent internet connection, but follow that up with People Can Fly denying this in a tweet, seeming to blame the internet, rather than EA for the confusion (later backing off), saying: "F**king Internets... No, Bulletstorm PC does not require any constant connection, only for install and for online play (duh!)." True to that, clicking through to the EULA itself (Adobe Acrobat-format), we see it contains word on the game's Zero Day Piracy Protection (ZDPP) and Server Side Authentication (SSA), saying: "ZDPP requires a one-time access to the Internet. It may prompt users to enter their serial code (enclosed with purchase) in order to install their game. If the code is invalid, or entered before the productís release date, the installed executable files will remain encrypted and unusable. SSA requires a one-time access to the Internet in order to authenticate your serial code. Please keep your serial code. You may need it to access online features and/or if you seek to install your game on more than one machine." The EULA also confirms the game will use the unpopular Games for Windows LIVE. According to the EULA the game will require: "A Windows Live ID and Account, installation of the Games for Windows Live software, acceptance of the Games for Windows LIVE Terms of Use."

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57. Re: On Bulletstorm DRM and GFWL Jan 31, 2011, 13:36 Dev
StingingVelvet wrote on Jan 31, 2011, 07:38:
Dev wrote on Jan 31, 2011, 00:17:
Thats not true for all. Some games REQUIRE gfwl and a persistant internet connection and don't work offline. Like bioshock 2 wouldn't run without it (at least legitimately). GFWL allows companies to set a range of protections with GFWL such as a persistent internet connection requirement.

BioShock 2 does not require a persistent internet connection, I don't have any idea where you got that from. The only DRM on BioShock 2's singleplayer game is actually the release-date check when you install, which has nothing to do with GFWL. After that release-date check you can use an offline profile and never need the internet.

More recent GFWL games like Dead Rising 2 have had a GFWL activation be required. This is called ZDPP or "zero day piracy protection," but even then it doesn't require a persistent internet connection, that's just FUD. It's a one time activation required to play, just like Steam does.

As for it causing technical issues I bet it's just a scapegoat, I never had it cause any problems and most of the problems I see blamed on it are problems that could be inherent to the game, or to a user's PC, like Fallout 3's crashes. The reason 100% verified reason GFWL sucks has little to do with DRM and mostly to do with it having a shitty interface and bad multiplayer features.
My bad, I was getting it mixed up with another game/DRM.

As for offline profile, I was never able to do that with bioshock 2 when I tried to play. Because of GFWL screwing up itself and the game (such as freezing on updates), I was not able to play my purchased game until I made another computer half a year later.
Part of it was that it required logging into an online GFWL account everytime it ran to SAVE GAMES.

And no, its not a scapegoat in my case. Just because YOU PERSONALLY have never had trouble with it doesn't mean that virtually every other person who had any trouble blamed it on GFWL's when it wasn't at fault.
Besides, you already mentioned you had trouble with the GFWL and DRM. You had to bypass it to play the DLC you purchased for fallout 3.

Feel free to check out those GFWL forums people have linked in this thread.
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