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Talking to GamesIndustry about all the SimCity launch debacle, EA Labels president Frank Gibeau declared DRM “a failed dead-end strategy.”

“DRM is a failed dead-end strategy; it’s not a viable strategy for the gaming business,” Gibeau told GamesIndustry.

According to Gibeau, the always-on aspect of SimCity has nothing to do with DRM and everything to do with Maxis’s creative vision to develop the title with heavily integrated online service.

“For the folks who have conspiracy theories about evil suits at EA forcing DRM down the throats of Maxis, that’s not the case at all,” Gibeau added.

In his eyes, and supposedly the team at Maxis’s eyes, the always-on nature of SimCity is a reflection of its MMO-like nature, and nothing more.

“At no point in time did anybody say ‘you must make this online,'” Gibeau said. “It was the creative people on the team that thought it was best to create a multiplayer collaborative experience and when you’re building entertainment … you don’t always know what the customer is going to want.”

‘DRM is a Failed Dead-End Strategy’ Says EA’s Frank Gibeau

By | 03/29/2013 01:45 PM PT

News

Talking to GamesIndustry about all the SimCity launch debacle, EA Labels president Frank Gibeau declared DRM “a failed dead-end strategy.”

“DRM is a failed dead-end strategy; it’s not a viable strategy for the gaming business,” Gibeau told GamesIndustry.

According to Gibeau, the always-on aspect of SimCity has nothing to do with DRM and everything to do with Maxis’s creative vision to develop the title with heavily integrated online service.

“For the folks who have conspiracy theories about evil suits at EA forcing DRM down the throats of Maxis, that’s not the case at all,” Gibeau added.

In his eyes, and supposedly the team at Maxis’s eyes, the always-on nature of SimCity is a reflection of its MMO-like nature, and nothing more.

“At no point in time did anybody say ‘you must make this online,'” Gibeau said. “It was the creative people on the team that thought it was best to create a multiplayer collaborative experience and when you’re building entertainment … you don’t always know what the customer is going to want.”

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