In the face of harsh
criticism, Electronic Arts has decided to allow multiple Spore
screen names for any one Spore online account.
Currently, consumers are limited to one account per copy with no
support for multiple screen names. The announcement
was made on The Official Spore Forum.
Once the change is implemented, each copy of Spore
that you have purchased will be able to have one Spore Online Account
with five different Spore screen names. When you
launch Spore, you will be able to log in with any
of those screen names.
The content a consumer creates and the MySpore Page will be associated
with the logged in screen name for that account. Each screen name will
be able to view and create its own original content. Buddy Lists and
Sporecasts will be tied to that screen name. The Achievements earned
will be credited to the screen name that is logged in at the time the
Achievement is triggered. In the first iteration of this change, all
screen names will be playing in the same Galaxy and any content
downloaded by any screen name will be available in the Everything
section.
In addition to the forum announcement, EA Games Label President Frank
Gibeau sent Kotaku
a statement defending their position and a list of future
changes. According to Gibeau the Spore DRM fiasco
was a misunderstanding.
“We’re extremely pleased with the
reception SPORE has received from
critics and consumers but we’re disappointed by the
misunderstanding
surrounding the use of DRM software and the limitation on the number of
machines that are authorized to play a single a copy of the
game,” said
Gibeau. He also implied that much of the criticism is
“noise” from
game pirates, “while it’s easy to discount the
noise from those who
only want to post or transfer thousands of copies of the game on the
Internet, I believe we need to adapt our policy to accommodate our
legitimate consumers.”
Gibeau went on to outline specific changes to the current DRM
policy:
- The number of eligible machines will be expanded from three to
five.
- EA will continue to offer channels to request additional activations
where warranted.
- The ability to de-authorize machines and move authorizations to new
machines.
In his closing statements, Gibeau stressed the necessity of
DRM
stating, “we’re hoping that everyone understands
that DRM policy is
essential to the economic structure we use to fund our games and as
well as to the rights of people who create them. Without the ability to
protect our work from piracy, developers across the entire game
industry will eventually stop investing time and money in PC
titles.”