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21 Nov, 2007

2K Australia: BioShock Postmortem

PC Feature | 2K Australia speaks on copy protection, DirectX 10, and developing specifically for PC gamers.
One of the highlights of GameConnect was the chance to hear 2K Australia share their thoughts and experiences developing one of the biggest PC games of the year, BioShock. Not surprisingly, some of the major issues they dealt with in bringing a console-focused game to the PC were adapting the control scheme to the PC, dealing with copy protection (and the resulting backlash), and DirectX 10.

Martin Slater, Lead Programmer at 2K Australia, spoke at length about the various challenges the Australian PC team faced in bringing BioShock to market. Of key focus to them was ensuring that the PC version was truly a PC version, and not just a cheap and nasty console port. As Slater said, "PCs, they make up around 20% of our sales overall, which doesn't sound huge, but when you put into the context that we don't have to pay Microsoft royalties... it turned out to be quite a lot of money, and if you get this right, you can really up the sales."

Significant time was invested into ensuring that the PC version felt like a PC game; "We spent probably a core three or four months at the end of the project, just trying to make it feel like a PC game." As a practical example, he added, "For instance, the hacking game on the PC, it had to be completely rewritten to support drag and drop with the mouse, to get the player using the right input device. This is really really easy to underestimate how much time and effort this takes."


Highlighting the importance of changing the 'porting' mindset and specifically appealing to PC gamers, he said, "And this is the way you've got to think about it. If you're thinking about porting to the PC, you're not going to succeed. Look at games like Halo 2 when they came over to the PC - they had exactly the same interface, all the same controller buttons, and they got panned for it." He added, "We think we sold about half a million in the first couple of weeks, two or three weeks, up to and around there, so it's well worth considering very early in the project just how you want to do this to get the best out of the PC and not just treat it as a port ... [You can't] call it a port, it's not a port, it's a SKU."

Further acknowledging what just about every PC gamer knows but isn't considered by most developers, Slater flagged that, "PC users are not the same as console [players]. When they cross over in some places, unless you really, really make the game target the PC, you're going to fail in the market and you're going to get panned in the reviews, and panned by the magazines, and panned by the people who play. It's all about just thinking about not considering it just a cheap port. You're going to make a lot of money if you do it right and you put the effort in and really make it a good PC experience."

When asked about how they reacted to the at times bordering on hostile reaction in public forums to their use of copy protection, Slater was upfront and honest - 'they hurt'.


In a rather candid and insightful statement, Slater speculated that, "PC people are funny - they’ll have the Internet, they'll go online, they'll go on a forum, and then they’ll bitch that they've got to go on the Internet … it's one of those things. But, you've got to live with it. They’re the brightest people, and they’re moaning ... it’s one of those problems. Whatever you do, you're going to lose, you're going to take a kicking."

Elaborating, he said, "Piracy is the biggest problem, and when you're releasing simultaneously on 360 and PC, one of the things in the back of the publishers minds and the people who actually want to make all the money's minds, is, we don't want to lose console sales to people ripping off PC and the piracy issue and if people can get a cheap pirated version on the PC they may not buy the 360 SKU, which is the main SKU."

Explaining why there was such a focus on security, much to the disappointment of some gamers, he said, "Security on PC is easily underestimated. When you're becoming a large title people start becoming very, very interested in you in the last 3, 4, or 5 months of the project when it starts becoming very clear you're going to make some people a lot of money, and at the end of the day, it's all about money. So we went to great lengths to try and avoid the piracy issue."

Giving a practical example, he said, "In quite a lot of games, what happens is that they’ll have DVDs anywhere along the distribution chain from the senior manufacturers going all the way through to the stores, and one of these DVDs will go walkies and they’ll end up in the hands of crackers trying to make the day 1 crack, and this is what the crackers are all about, the kudos then comes from cracking it before release … so we went to huge lengths to avoid this."


Speaking of the detail behind their copy protection measures, Slater explained, "We had a downloadable EXE, we didn't ship with with the executable on the actual DVD, that was to mitigate the risk of production DVDs going walkies between the manufacturing process and actually turning up on the shelves ... we didn't put the executable on the DVD, which had other benefits. It gave us an extra six weeks develop time to clean up any bugs because we could publish that afterwards, but this ended up putting a requirement on the actual game where you needed an Internet connection."

He continued, "We reached our goals - we were uncracked for 13 whole days, which, the amount of development time that went into doing this … if you’re going to have a DVD without an executable on it … the QA that we went through for weeks and weeks and weeks, to prepare the process where the executables go up on download site, you put the DVD in, and it all works. Traditionally, you know your game works when you go gold – you can test to make sure everything’s there. In this model, you're not sure. You’ve tested everything, you’ve tried everything, but on that day you go gold, you find out how good it’s been. And, we got our 13 days, we were happy, but we just got canned. Everybody hated us for it. It was unbelievable. You'd think we were kicking people in the bollocks, really. So, it’s a complex issue in the PC world."

With a rather unhappy look on his face, he reflected back on the biggest lessons out of the whole experience, saying, "I think the big lesson we learned out of this is that your customers hate you. They want the game, but they want everything at the same time. We read things on the boards, like, oh, you’ve got security, you make us download it, so I’m going to crack this … thank you very much, love the support, that’s really good. It comes down to people just needing the excuse. There’s a lot of people who will go and buy the game if you force them to do it, but if you give them a reason to justify their actions, they’ll take that justification and they’ll rip you off."

He added that the problem isn't isolated to the developer or publisher, saying, "This comes all the way down the chain – if we lose a lot of sales, the publishers don’t get the money, we don’t get the money, we don’t get to develop the best and most impressive titles. It’s a very complicated problem, and the bigger you get, the worse it gets."


When asked about their choices around distribution systems, Slater positively gushed about Steam, saying, "Steam is a very good system, they’ve got their [stuff] together … it does help, but Steam doesn’t help address the copy protection issue. They’ve got their own DRM system on top of your game, but their attitude is that once it’s sold, that’s all right … they don’t have the long term activation process … Steam is extremely good for delivering a product. It buys you an extra six, seven weeks in your development cycle - traditionally you’re going to gold, you’ve got six weeks manufacturing. [With] Steam, you can give them content, and you can then be delivering content and updates to them up to the date you release, and it all just works naturally. So Steam is a very good part of the solution, but I’m not entirely convinced it’s the complete solution yet."

Turning to DirectX 10, Slater offered both a positive and negative response. Speaking honestly, he said, "DX10 is in virgin territory. It offers your gameplay nothing, but from a programmer’s perspective … for probably for the next 3, 4, five years it’s not important to you. Microsoft’s going to tell you everything under the sun that you’re wrong, and everybody’s going to tell you everything under the sun you’re wrong, but we’ve got to make games, and this is always the hard place."

Explaining in more detail the challenges faced by a typical developer, he said, "You’ve got the business side and you’ve got the game side. On the game side you want to minimise the technology and maximise the amount of time spent actually iterating the game design. DX10 for all you programmers is a beautiful plus - it’s a lot nicer than working with the old APIs, they’ve streamlined a lot of stuff, it’s a lot more efficient at an API level, but when you’re coming from a legacy engine point of view and you’re trying to shoehorn DX10 in, you’re going to have a lot of pain."

Flagging what most know but are probably unwilling to say, he said, "When it comes to your old structures, your old graphics engines, the way it works is just not going be optimal for porting to DX10 … we [and Microsoft] they spent a hell of a lot of time working with us and helping us through the issues … they really, really want to make this work, and it needs to work sooner or later, and the benefits of going up will shine through from a graphics point of view ... but we’re still not at that point where it’s a compelling, no-brainer to support it."

Related BioShock Content

Bioshock downloadable content next week
01 Dec, 2007 Rapturous freebies for PC and Xbox 360.
2K Australia talks about BioShock experiences
21 Nov, 2007 2K Australia on BioShock's development.
BioShock PC activation fails to impress
23 Aug, 2007 Not quite rapture.
16 Comments
4 years ago
Awesome article / interview - thanks! icon_biggrin.gif
4 years ago
If you only care about your 13 days, just release it on PC without copy protection 2 weeks after the 360. I couldn't play for 5 days because of that copy protection and I bought the damn thing, not to mention my system stabillity dropped once bioshock was installed which I found out later was due to a sneaky malicious bit of software from the installation nestling in with my system processes icon_sad.gif.

Copy protection doesn't work, never will and only causes buyers to become frustrated and hate you, FFS WHY THE HELL WOULD YOU USE IT!!? Hell I can guarantee that I'll not be buying ANY 2K software ever again and since I buy 50+ games a year that could be quite alot of buisness you lose, especially since there are others who feel the same way.
4 years ago
Quote
When asked about how they reacted to the at times bordering on hostile reaction in public forums to their use of copy protection, Slater was upfront and honest - 'they hurt'.
Good.

The decision's yours. You have every right to attempt to protect your precious, precious data from the inevitable for all of fifteen minutes, at the expense of your customers. But then you have to take your medicine like a big boy.
4 years ago
"I think the big lesson we learned out of this is that your customers hate you."

Then he really hasn't learned anything, has he?

You have to give him credit for most of the interview, which is obviously enlightening and honest and reveals the depth of thought and care 2K Australia took in making the PC version of the game, but the entire segment on copy protection is nonsense.

What people hated was getting their game home and not being able to play it because the copy protection servers had folded under the load. What people hated was the certainty that those severs will be going away at some (hopefully far-flung, but who knows?) point in the future, making it impossible to install the game. What people hated was an extremely low limit on the number of times the software could be installed, even if the servers were running, even in accordance with the EULA, ever. In short, what was hated is the fact that genuine customers were being punished for actually buying the game. Of course they were angry.

(In fairness, some of those concerns have been addressed after the fact. At the time, however, the great bulk of the criticism was perfectly justified.)

What astonishes me, and what I didn't know until this interview, is that the 'great lengths' they went to to prevent piracy kept them un-cracked for only 13 days. I mean, really, was it worth it? I have no doubt that BioShock moved a lot of units in that time, and that there would have been significantly fewer if a launch day crack had been available, but how much of their total volume moved in that time and what negative effect (if any) did the publicity have on sales?

I'd be willing to bet that the ill-will was less reflected in sales numbers than might be expected. For starters he's absolutely right that people will get onto the net to complain about almost anything. Further, many of the issues only emerged as apparent problems after people had bought their copy of the game. It was widely reported in on-line media but people are fickle. It's essentially impossible to know what the impact of that is.

More interesting is the length of the protection, especially in light of some of the measures and some of the other comments made in the interview. The measures that got people most agitated were the long term ones, things like the lifetime ceiling on install attempts, which have essentially no function. The ceiling could easily have been set 2, 5 or 10 times higher (and had to be raised anyway) without any serious impact. Sure, you'd get unscrupulous people who would install the software on three computers a day during that protected period and some loss of sales, but that's going to happen anyway, and much more fiercely, the moment the protection is broken and the extra copies during the protected period would still be limited. It's also going to be much more well received that gamers can only install their product 15 times rather than 3. It's also interesting that he suggests Steam 'doesn't help address the copyright issue' because they have no long-term protection measures in place. The fact is that, despite what he describes as huge efforts, neither does BioShock. 13 days can hardly be described as long term.

It's not that I don't think copy protection is a necessary thing, or that publishers and developers aren't entitled to protect their property. I do think, though, that the copy protection measures implemented in BioShock are a good example of the prevailing idea that it's OK for genuine customers to have their experience compromised, by having them buy a product which doesn't work as it should, or expires in a punitive timeframe, in order for that to happen. Of course that's going to upset people. Having paid full retail price for the game they have a (not unreasonable) expectation of being able to enjoy it as advertised.

Developers are rightly pilloried when aspects of their games simply don't work, technically. If Supreme Commander had shipped with an installation program that didn't work, they'd be pasted for it. If Halo 3 is (eventually) released and it's autosave function writes corrupt data 5% of the time, there'll be an uproar. In neither of those cases would the developer try to claim that the lesson to be learned was that the public hates them. Copy protection should be no different, but 2K seems to think they can produce an implementation that provides middling functionality with serious side-effects and then not take responsibility for it.

Honestly guys, just accept it and commit to doing better next time ... because the rest of the game was great.

(Geez ... every time I post it turns into an essay ...)
4 years ago
Site goes up, site goes down, site goes up, site goes down.

People want to be able to play the game they just paid for NOW, not when external factors allow them too. I find that a fairly simple concept.
4 years ago
A good article, and one that does raise debates about copy protection, which is a double bladed sword. Onyx_Mirror it's not only 2K with the problem of copy protection sadly *dreads* Starforce protection used on a lot of games, even demos icon_sad.gif

I like how Steam handles copy protection, however it doesn't prevent the ripped versions from coming out soon after launch either.
4 years ago
Basically summed up why I dislike PC gaming....I think copy protection is really really important for the devs but I hate it so much, so I avoid it alltogether by sticking with console games.

Quote
Elaborating, he said, "Piracy is the biggest problem, and when you're releasing simultaneously on 360 and PC, one of the things in the back of the publishers minds and the people who actually want to make all the money's minds, is, we don't want to lose console sales to people ripping off PC and the piracy issue and if people can get a cheap pirated version on the PC they may not buy the 360 SKU, which is the main SKU."
Nice confirmation for the 360 version being the main version.
4 years ago
Skiller wrote
If you only care about your 13 days, just release it on PC without copy protection 2 weeks after the 360.
13 days is a long time with games. It's not like DVDs and CDs which can have a decent sell through for years after release.

Onyx_Mirror wrote
I mean, really, was it worth it?
Historically, yes.


DISCLAIMER: I hate the inconvenience of copy protection as much as everyone else and wouldn't include it on my own products. The people and companies that implement them have a pretty good argument for their case though.
4 years ago
Yeah with so much of an uproar (at the time) about the copy protection it was really interesting to read the other perspective, especially as it wasn't watered down via lawyers / PR spin. He was refreshingly honest I thought and while I can definitely understand people's gripes with the copy protection there is obviously a balance in terms of them protecting their work.

Ideally now that it has been confirmed as cracked and they've had their "13 days", the copy protection system should be scaled right back. This games a keeper, but that shouldn't mean you should have to keep it installed indefinitely.
4 years ago
GooberMan wrote
Historically, yes.
Fascinating article. It's six years old now but it raises some interesting points of comparison.

Firstly, the article suggests that the first two months of a game's release accounts for 30-50% of sales. On that basis we can extrapolate that the 13 day protected period that 2K achieved would be somewhere in the area of 7.5 - 12.5% of sales. That'll be an underestimation, because games sell hard at release and then taper rather than selling evenly over time, and it's a fair bet that other factors have skewed the purchase profile one way or the other. Even so, and especially given that the PC SKU's sales are an estimated 20% of that again, the proportion of copies sold with effective copy protection is not as large as might be imagined.

Secondly, the approach pursued in each case is notably different. By trying to make the programming challenge of cracking as difficult as possible, Insomniac ensured that their legitimate customers were entirely unaffected. Unless you're attempting to alter the code, or play altered code, it has absolutely no effect. 2K's approach of making contact with the code difficult (with their downloaded exe and limits on installed copies) effects their legitimate customers as well ... quite possibly moreso than those trying to play the game illegitimately.

Third, the attitude toward the process seems entirely different. In the article Dodd assesses exactly the same question that Slater does, except that he actually examines his system. He acknowledges it's strengths and weaknesses. It's immediately obvious to me that one of the biggest lessons from the BioShock copy protection launch is 'if you're going to have activation servers, make absolutely certain they can handle the load'. 2K could have saved themselves a lot of the ill-will that they ended up receiving just by making sure that their system actually worked as designed, and people would be able to play their game when they got it home.

The attitude on display here (and thebigm is right, it's not just 2K ... but theirs is the interview in front of us) is that PC gamers hate the people who toil away making games for them and will use any excuse to justify their piracy. Now that may be true to some extent, but it's important to remember that by and large to people offering criticism over this were people who had bought the game already. They weren't fundamentally anti-copy-protection (for the most part). They were saying, quite legitimately, that the copy protection scheme was broken because it negatively effected (in some cases eliminated entirely) their game experience.

There's a comment at the end of the gamasutra article which is absolutely true, that we can have enough of an impact to make pirating a much less attractive option. Publishers and developers need to be mindful that this also works the other way. The degree to which copy protection effects the legitimate customer has to be a consideration, because it can have enough of an impact to make legitimate purchase a much less attractive offer. And a customer who's paid full price for a game that doesn't run is probably going to run out of patience long before a cracker who's doing it for the fun.
4 years ago
I don't understand why they focus so much on security for the PC only, you can just as easily buy a pirated 360 version of ANY game for $10 from some guy... or even download and make your own. So, PC gamers have to go through all this **** to cover for any losses across all platforms? Why couldn't they make 360 owners require an Xbox Live account, and store the EXE at the marketplace? Why only for PC??? If ALL players across ALL platforms had to go through the same ****, PC gamers wouldn't bitch so much, since we are not being alienated.
4 years ago
The thing with 360's is that the console has to be modded, not really the software so it's not that big an issue for the devs of the game. Also modded 360's aren't really allowed on Xbox Live....which in essence means it's a pretty useless 360.....which in turn leads to the fact that there probably aren't that many around.
4 years ago
Quote
And this is the way you've got to think about it. If you're thinking about porting to the PC, you're not going to succeed.
Listen to the guy Ubisoft. He knows what he's talking about!

Yes, im still pretty f*cking raw about how they totally screwed over PC gamers with Double Agent.
4 years ago
ugh the boot wrote
Also modded 360's aren't really allowed on Xbox Live....which in essence means it's a pretty useless 360.....which in turn leads to the fact that there probably aren't that many around.
The decent modchips have on/off switches, and BioShock is a single player game. You can't play pirated multiplayer games on PC either, so it's really no different, apart from the obvious fact that getting your console modded takes extra effort and money.
4 years ago
One of Ubisoft's better moments was when they decided to forego using Starforce in the HommV series. I was part of that beta-test, and hopefully our feedback was part of what swayed them.

I agree with the sentiment that us customers DO have the power, if we make ourselves heard.
4 years ago
Actually, the 360's I've seen are not really modded, it's a software (firmware) hack, not hardware. And there are heaps around. Every workplace I go to, I am pretty much the only one there who DOESN'T have a hacked 360.

My theory would still provide additional limited protection for their software, just like the PC protection was only for 13 days, as the 360 pirates would have to acquire the EXE and then work out how to implement it. It's no different.

Also, if there were only a limited selection of pirate games or none at all easily available to a particular 360 owner, then they would consider not getting their 360 hacked in the first place! So yeah, it is a software issue.
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Australian Release Date:
  24/08/2007 (Confirmed)
Publisher:
  Take 2 Interactive
Genre:
  Survival/Horror
Year Made:
  2006
Players:
  1
System Requirements:
Minimum Requirements:
Windows XP (with Service Pack 2) or Windows Vista
Pentium 4 2.4GHz Single Core processor
1GB RAM
Direct X 9.0c compliant video card with 128MB RAM (NVIDIA 6600 or better/ATI X1300 or better, excluding ATI X1550)
Sound Card: 100% direct X 9.0c compatible sound card
Hard disc space: 8GB free space
Recommended Requirements:

Intel Core 2 Duo processor
2GB RAM
Direct X 9.0c compliant video card with 512MB RAM (NVIDIA GeForce 7900 GT or better)
Sound Blaster® X-Fi⢠series (Optimized for use with Creative Labs EAX ADVANCED HD 4.0 or EAX ADVANCED HD 5.0 compatible sound cards with BioShock E
AX patch)

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