The Pitfalls of Always-Online Games: A Case Study of Test Drive Unlimited 3

This entry follows the (early-access) release of a game I have been following closely in the lead-up to launch: Test Drive Unlimited 3: Solar Crown. Anyone familiar with the series will be aware that this is the follow-up to the second game, Test Drive Unlimited 2, launched way back in 2011. That would indicate the game has been in development for 13 years, so surely something that has been worked on for that long should be a masterpiece, right?

Well, in this case, reality is disappointing. Given that the studio behind the game, KT Racing, doesn't have the same kind of budget the biggest games in the genre have to work with, I won't be too hard on them. However, there are some things that made the release seem underwhelming. To begin with, the studio has been in charge of launching annual WRC rally games over the past decade, along with a revival of the V-Rally series in between, so they have had time to perfect their craft and deliver a solid racing experience.

But the big kicker, and what has led to the most disappointment and frustration over the weekend the game has been available so far, has been the online connectivity requirement. Now, I understand there are reasons for an online connection being required for a game. From a gameplay point of view, this is the ideal arrangement if you want to create a seamless multiplayer experience where every player is in a connected world. This is particularly attractive in an open-world game, where you can see players exploring the map and instantly invite them to any events you want to participate in. This ensures the game never feels empty.

That should be the case in theory. Remember when I said that KT Racing didn't have the biggest budget to work with? That also shows in the server load capacity issues the game has been having. And bear in mind, these issues are being encountered by the people who have paid for early access. When the landslide of players who have purchased the regular edition join in, this could create an additional set of issues.

From a developer and publisher perspective, having always-online requirements provides some benefits: digital rights management to prevent piracy, cheat prevention, and prevention of modified game saves, and by extension, in-game modding. But is it worth risking the goodwill of loyal fans if they have to endure all the issues of not being able to get access to your game? Bear in mind, those who are encountering these issues are the more hardcore fans; the sort you absolutely do not want to leave a sour impression on.

Then there is the worst part of an always-online game: the fear that once the servers get switched off, the game will be inaccessible forever. We have already seen this recently with The Crew, which had its servers switched off earlier this year, making the game completely inaccessible on consoles, despite many users paying for the game. This raises serious questions about game preservation and consumer rights in the digital age.

Then there is the issue where you have to pay for the game upfront. Historically, if you bought a game, you would be able to play it forever. However, with an always-online game, it turns into a glorified rental where you can only access it for as long as the servers are online. It just sounds like a cruel way for a company to force you to buy a new game when it's time to take down the servers for the old game.

Moreover, always-online requirements can be particularly problematic for players with unstable internet connections or those in areas with limited internet access. This effectively locks out a portion of the potential player base, reducing the game's accessibility and inclusivity.

My take? There are instances where online requirements for games have their place, especially for free-to-play games designed to be social experiences. However, it shouldn't have to be the case for Test Drive Unlimited 3 and a growing number of games that are completely playable offline. In fact, when I got the first Test Drive Unlimited game, my experience was totally offline, and I still had a blast. Most of the gameplay experience in Solar Crown can be done offline, so why is there a need for an online requirement?

I'm hoping KT Racing learns from this launch fiasco to change their approach towards always-online games. No matter how much they try to fix the server issues, nothing will restore faith quite like making the game playable offline and restoring faith in the community. It's time for game developers and publishers to seriously reconsider the necessity of always-online requirements, especially for single-player experiences or games with limited multiplayer components.

Comments

Popular Posts