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> That distinction is actually very important to set the customers expectation.

At one point you did buy destiny 2 just like you did the first one. While they changed their business model for the base game at one point the example is still a valid one. You could argue that their "free to play" part is largely a demo to get you to buy the expansion. FFXIV does the same thing. Same with WoW.

You buy those expansions for both games and in both situations when the servers shut down you loose access to something that you spent money on.

Regarding The Crew. Part of the problem here, and one of my biggest issues with this particular campaign, is it seems like we are arguing about 2 very different things and the main page paints one picture of what they want and the FAQ is something else.

To be clear, I have not played this game so I am trying to get information about what the actual reality of this game is and is not and that makes this a very hard conversation.

We have online DRM for single player games. Which I 100% agree with shouldn't ever be a thing. It makes no sense.

But then we have online games. Where being online is a fundamental part of the game and the server side component is required.

This petition seems to want to treat both of these equally where they are fundamentally different problems and the second one is far more complex.

I cannot find a concrete information on where The Crew actually falls for this. It has a single player component but is this actually all local content or was it engineered in a way to rely on something server side. I honestly don't know and we can speculate on whether it should have been or is and is not, but that is an important part of this conversation.

I don't think this distinction about traditional goods is as important as you think it is. As far as a consumer goes, when more games were physical. I could go and buy WoW, FF11, Destiny, whatever the same as I would any single player game. And I did, I used to physically buy all of the Wow expansions and it was up to the consumer to understand that it is an online game that may shut down one day. That isn't a hard thing to know.




The Crew is an open-world racing game, similar with need for speed most wanted. Exactly the kind of games where the online components can be replaced with offline bots because it already has bots playing opponent cars in the campaign. You can check the campaign gameplay here: https://www.youtube.com/watch?v=XdRtfqwj2cg


That doesn’t answer my question.

My question is on how the game is built. Is the single player simply not working due to the entire game requiring being online or is there a part of the single player that relies on something that is online to work at all.

As in, is all of the necessary code to run the single player actually on the disk or not? No amount of showing me gameplay is going to answer this question unless someone has actually looked at the game itself or the network activity to determine what is actually happenjng.


I doubt the stored actual game data in the server as this is an open world racing game where you drive around seamlessly without loading, and from 2014 where can't expect most gamers to had gigabit connection back then. But this store progression data online and refuse to work without internet connection.


Doesn't require a gigabit connection, but if there is any sort of quest (or similar) system that could be data that is stored server side.

That is not an uncommon practice in MMO's. WoW released in 2004 (it is not clear to me when exactly WoW did this practice, if it was from the beginning or a later change).

So it is entirely possible. Not saying it is necessarily the right way they should have made it, but it is a possible explanation that is an important part of the conversation.


I can answer your question about offline mode.

The reason The Crew is specifically the target of this whole campaign is because it has an offline mode built into the code itself, the flag to change into this mode relies on an encrypted key. Currently this has not, or can't, be broken.

So not only did they shut the game down, they took active measures to make SURE no one would ever be able to run it again. Letting it live, (or at least giving the fans a chance to resurrect it) could be as simple as the company posting that encryption key on twitter.

That's why this is all so egregious, because it's not even developer incompetence or budget necessarily, it's greed and bordering on outright theft.

By the way, the guy who made this site goes by Ross Scott on youtube, he has a couple videos that explain everything. He's not a programmer, but probably has months of research into the legal aspects plus a small army of volunteers helping with the process.


Thank you for actually answering my question. Knowing what its reliance on for the servers is an important part of this discussion.

In that case, I agree with the fact that the single player component should be made playable without needing to be online.

However I from what I can tell the person who has made the site also has pushed back against entirely online games and GaaS, which eventually shut down.

I stand by my opinion here that we are looking at a campaign that is talking about 2 massively different issues, trying to address them with the same thing.

The answer to this problem is simple, stop making actual single player games that require a constant internet connection.

Any talk about multiplayer games, MMO's, etc (in the FAQ) is making this entire discussion confusing and that is a very different problem to single player games being inaccessible.




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