I'm sure they technically split with them long ago. They're just making it official to the public now.
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I'm sure they technically split with them long ago. They're just making it official to the public now.
Blizz probably already has something lined up with the "partner" they are searching for in Korea to carry SCII and bnet. They are probably holding that news for closer to release.
There is still a lot of potential money to be made...heck, possibly more even. Not everyone in Korea is going to be as narrow minded and pirate-friendly as keSPA.
Oh, and Tychus...
This is way off topic...but that pic you've got of Dustin as your avatar is just hilarious. Never said so before, but every time I see it, I crack a smile. :D
Thank you :D Much appreciated.
I wonder what effect stuff like this will have on the small independent teams that try to have tournaments? Will TeamLiquid be able to have their sponsored tournaments? What about the HDH beta tournament? Will all of this still be legal without Blizzard when the retail game launches?
They are broadcasting Battle.Net games over a service with advertising. Is Blizzard going to shut down the little guys like HDH unless they get some partnership deal with Blizzard?
I agree completely with Blizzard's rights to protect their IP, but if they push it too far it could hurt the SC2 community.
Blizzard split with KeSPA for very important reasons. Unless small tournament runners like Maul and TeamLiquid turn into KeSPA class asshole then they have nothing to fear. Blizzard isn't going to destroy their own community.
I agree
Now let's see what the general public in Korea has to say.
KeSPA made millions, if not billions off of SC, these small tourney's dont come close and well they are SMALL tourney's. Blizzard has no problem with these, at most i think you just have to notify blizz you're doing one and they just say ok.
the main problem is that there is an official organization that is profiting from your game through business practice. It's like NBA or NFL, there are small tourneys and stuff all over, but the pro games all have money attached ot them
He hit it on the nail.Quote:
@Master_of_7s
Horney-Perv
Posted: 04/26/2010
Have you done any research as to why Blizzard is pulling LAN from its game? Instead of making guesses why don't you get your facts straight.
LAN has many different protocols and you can connect to private servers that support up to 256 (I believe this is the correct number) players. Connecting through LAN does not check your key because you never connect online. People in China and other countries massively pirate this game and Blizzard tried to fight the pirates but all of them were protected because they included LAN play with their game.
For the competitive community, again this means nothing. You connect to private servers online! This will not affect competitive play. I live in Korea and all the competitive players I see play online over private servers. In fact, I almost see no one using LAN.
And Blizzard is right in their decision; it's THEIR game afterall.
LAN has many different protocols and you can connect to private servers that support up to 256 (I believe this is the correct number) players.
It's not like that. A Local Area Network can have many protocols, but your game doesn't needs to support more than one, if you don't want to. For example: the original SC did support only IPX.
Today, it would be unnecessary to support anything more than TCP/IP, that happends to be the same protocol used for internet, so you actually can use the same code. The host limit can be 65000 hosts with a class B tcp/ip network. And you don't need a server, SC1 was peer-to-peer.
Connecting through LAN does not check your key because you never connect online. People in China and other countries massively pirate this game and Blizzard tried to fight the pirates but all of them were protected because they included LAN play with their game.
Not true. There isn't anything preventing the game developer from requiring internet access to check the key before allowing the user to play, even if the computers are playing inside a LAN.
A LAN isn't that different from the internet, anyways. It can use the same protocol, name resolution, and routing. For example: if you're running a web server inside your own LAN, you can open a browser, write the address, and it will show the page without any data going outside your LAN. If you then use the same browser to open www.google.com, the packets will be routed to the internet automagically by your router. That's completely transparent for the web browser. The same will happend with any well-behaved TCP/IP application.
In fact, there is no need at all for any game data to actually go to the internet when the two computers are playing in the same LAN, unless they're so paranoid about piracy than they want to do that exclusively to try to stop it. Anyways, if they just send the packets back to the computers, that isn't a good method to fight piracy, as it will be fairly easy to emulate.