

Tetris is my game. It’s my wind-down, end-of-day, got-a-minute-on-the-subway game. And, since I use a Galaxy Nexus as my daily driver device, I’m often happily playing it on Android.
Last week I took a few days off and went off the grid — somewhere with no 3G or WiFi. It was, dare I say it, freeing. For the most part I had a great time: sunshine, ocean, daquiris. But I also discovered an aspect of the Android platform has needs to be rectified, and quickly. Due to some early-onset software pirating, many software developers such as EA, who publish Tetris for Android, require server-side license authentication when entering a game. Once approved, whereby the software detects a unique purchasing key from the Marketplace via the Android Licensing API, it allows you to play your game.
The problem arises when you do not have access to a network, either through 3G or WiFi, and the app cannot verify with Google that you in fact did pay for the app. While publishers have the flexibility to vary the period of time that passes between verifications, it would require one to open and authenticate every app/game that incorporates licensing before leaving on vacation, and even then some may not work without internet access. As a result of this oversight, nearly half the games that I had played only days before my trip would not open once I was beyond a cell signal. The worst culprit, and one of my favourite games, Spirit HD, even allows you a brief teasing moment of gameplay before it spits you back to the homescreen in a fit of licensing betrayal.
Since the release of Android 4.0 and its consolidation of app and SD storage, the time has come for Google to overhaul its licensing requirements for paid apps. There must be a way of locally and securely caching purchasing data from the Android Marketplace that would allow you to play your games, regardless of network status. Indeed, if I want to treat an old Android device like an iPod Touch, I should be able to.
According to the Android Developers page, the paid app licensing procedure is compatible with devices running Android 1.5 or higher. Now that we have moved well past that, and most users are on Gingerbread, we need a more user-friendly solution that doesn’t punish one for not having an internet connection. With talk of Ice Cream Sandwich bridging the gap between iOS in form, function and aesthetics, this would go a long way to ensuring Android users are not put off by a litany of foreseeable, and preventable, frustrations.
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lol if he wants to play the game that he paid for, how is it your business?
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I really doubt this is an android exclusive issue. Can anyone verify that this game can play without authentication on iOS or bbOS platforms?
This sounds to me more like EA trying to incorporate strict drm policies (which they do with games on all platforms) in order to prevent piracy. I mean, are there any apps that experience this issue that arn’t games from major developer studios? I can confirm that anomaly, edge, world of goo, and osmos can all play without market authentication and they’re all indie developers…
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It does sound like typical EA.
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Good article, and agreed 100%. Unfortunately this is EA we are talking about here. They’re moving more toward this kind of authentication every year. And I fear many other will follow.
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I don’t buy it – that these games need to do this to protect their games.
The real problem is that they like to keep track of how their games are used and this is a good excuse to ping their servers every time you use the game.
This reminds me of the other problem with these games – they read all sorts of private information:
Here’s a good article about it:
http://online.wsj.com/article/SB10001424052748704694004576020083703574602.html
Personally I avoid games that require inappropriate permissions, but I must admit that I think most users don’t care.
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The irony of DRM is that pirates never have to worry about it. Just get a cracked version! Smart folks in all entertainment industries right now know that the only way to fight piracy is to provide a better service. You obviously cant compete with pricing. This is why vinyl has made a comeback. This is why Steam has become synonymous with PC gaming. EA’s strategy has been the opposite, and guess who piracy is a problem for?
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Solution: don’t pay for apps.
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Same happens with applications like Flickr Golf, Flickr Soccer. I went away on vacation and could not play it at all, was very dissapointing.
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@WP74Life
Unfortunately most people don’t want static\widget tiles with choice of colours. You might want to consider that some people like custom ROMS. It’s sad that you have to pledge allegiance to a platform that you had nothing to do with\didnt create. You are not in an exclusive club, and your market share isnt getting healthier.
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This has nothing to do with Android and everything to do with the developer’s implementation of the LVL. Google simply provides the service, and it’s up to the developer to decide what the behavior should be should a license not be able to be verified. Some devs shut down the app completely, some disable a couple features, some let the app proceed as usual if there’s no network connection present, and some don’t do anything at all. The developer is also able to adjust the length of time that a validated license is good for before running another check. Bottom Line: This is not Android’s problem.
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This is an Android/Google problem. It doesn’t happen on BB or iOS.
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it’s is partially an android problem because they allow games/apps to behave in this manner.
google’s “miminum standards” for the android market are alot lower then the AppStore’s sometimes draconian policies.
i’m sure there is a middle ground somewhere.
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I was super happy that my new PlayBook came with Tetris for free. Just sayin’.
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Stop buying apps?
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