Gamecenter heeft wat zitten babbelen met Gabe Newell van Valve, wat een lading info over nieuwe Valve games zoals Team Fortress 2, Half-Life: Opposing Force heeft opgeleverd.
Hier heb je een stuk over de irritante copy protection in Half-Life (en TF2?):
GC: Valve and Sierra took a lot of flack over Half-Life's copy-protection scheme. Will TF2 be outfitted with similar technology?
G. N.: The interesting thing about the "flack" is that it occurred when we had sold one percent of the copies of Half-Life that have shipped to date. We checked some of the hacker sites, and they were specifically targeting the press and Sierra with complaints about the copy protection. This kind of hack is called "social engineering," and it is very much a part of the hacking tool set. Nowadays, with 100 times as many copies out there, we get a tiny number of complaints.
I personally handled about 200 support calls for Half-Life just to make sure I felt good about our quality level and the copy-protection issue. For our industry, viruses are a problem. For our industry, driver configuration and versioning is a problem. People not connecting the cable between their CD-ROM drive and their sound card is a problem. However, copy protection isn't a problem.
Piracy is a big problem. It's a huge problem. Talking to the Won.net guys, it turns out Tribes, which didn't have copy protection, had seven times as many people connecting as had bought the product in stores. That's the worst piracy rate I have ever heard of, but in Europe, for unprotected games, the rate is over 50 percent in some areas. Furthermore, the pirates who are willing to cheat the developer are more than happy to cheat other players. They are the people most interested in crashing servers, using autoaiming bots, trash talking, shooting their own teammates, and so on. If you can keep the pirates out of your community, you are doing your legitimate customers a service.