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Shadowrun Returns DRM Clarified

The Kickstarter page for Shadowrun Returns has word from Harebrained Schemes about their promise to provide a DRM-free version of the Shadowrun revival, and how this will and will not conflict with their plans to offer a version on Steam in addition to a standalone release. They explain that their license agreement with Microsoft actually requires the game and its DLC to include DRM, and while they managed to negotiate an exception to provide DRM-free editions of the game and the Berlin Campaign reward DLC for their backers, this will not apply to any other releases, so they will not be able to sell the game on or in any other DRM-free way, and all future DLC after Berlin Campaign will be only release though Steam. So to sum this up: Kickstarter backers of Shadowrun Returns are entitled to a DRM-free standalone version of the game with editor and mod support (and future patches) as well as a DRM-free copy of the reward DLC, but if they want to purchase future DLC after that, they must install the Steam version (which is also included in their backer rewards). Thanks nin.

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103. Re: Shadowrun Returns DRM Clarified Apr 15, 2013, 02:29 Flatline
Creston wrote on Apr 14, 2013, 18:47:
Harlequin wrote on Apr 14, 2013, 18:43:
SR, reward wise, was just about the payday & karma. That's it. Using that payday from Mr. Johnson for better equipment, cyberware & karma for skills. Loot on people you killed really wasn't much of a thought the vast majority of the time.

The very first time we played Shadowrun (After being a heavy D&D group for years), we "looted" a few mercs we had taken down. So our GM goes "Okay, each of you now has an assault rifle, a gun, a knife, a grenade and a flak jacket, bundled up loosely in your hands. You're starting to draw attention."

Agree completely it's about the karma and the payday. You may loot some nuyen off your foes, or perhaps some spare ammo, but that's really about it. And since you're often on a tight time-schedule (your hacker can't keep the corporate security guys fooled forever), you really don't take the time to rifle through some rent-a-cop's clothes to see if he has a 10 nuyen credstick on him.


And as I said before, I can easily envision a not-very-hard to implement abstract loot system inside a basic scripting program. When you loot, you pick up a "bunch of loot", you make a note in the mission, and at the end of the mission when you're not getting shot at you look at what loot you grabbed. Kind of like how you don't stop in the middle of trick-or-treating to check out what candy you got. You run to the next house and at the end of the night explore your haul.

I mean hell, people have fucking programmed FUNCTIONAL computers into minecraft of all things. As long as the scripting language is powerful enough, creative minds can come up with all kinds of end-runs around engine limitations.
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