there's nothing inherently wrong with a game like UO or everquest requiring a username/password/account -- it's a paid service, and you know what you're getting yourself into from the word go. There was no gradual frogboiling or erosion of ownership.
Yes there was you fool, go look at the ultima post mortem, ultima 9 was cancelled the moment the UO beta became a success u9 was later restarted, but that was the end of ultima the local applicaiton RPG that would have had level editors and dedicated servers, they even admit it here:
https://youtu.be/lnnsDi7Sxq0?t...
You don't grasp anything about how the game industry works or how games are funded, an "MMO" is just a bunch of plaintext x86 assembly instructions there is no magic code buddy, all ultima online is, is a pc game with its networking multiplayer code taken out and stuck in a seperate executable at EA's offices, they were just removing the networking code out of the game and selling it back to you at inflated prices minus ownership. Because EVERY single game from doom, quake and warcraft can be "MMO'ified" (aka converted to a client-server application).
You clearly aren't grasping basic facts about PC's when you put two or more computers together I can start stealing assembling instructions out of programs or your os and trap them in seperate files on the 2nd pc and take over your device under american software licensing laws, aka you have no defense of me converting every program on your PC from your OS/apps and games to client-server exe's, and that's what happened over the last 23+ years with steam you idiot, steam was a reaction to the success of UO, lineage and everquest in 1999, we got steam 6 years later in 2003, after UO released in 1997, when UO began to print money valve and everyone just started converting their local applications to client-server apps, the fact you didnt' see that blew everyones mind in the hardcore game community.
AKA and the fact you were ok with logins screens and user accounts when you didn't see they were just taking the local apps they had in developent converting them to client-server apps and sticking "MMO" on the front.
Now something like steam or digital distribution in general will eventually be trouble.
Dude "digital distribution" aka client-server compiled exe's started with "MMO's", STEAM and MMO's are the same thing - a C compiled client-server exe, there is no magic intel 86 assembly buddy. You're not seeing the scientific reality. MMO is just a marketing moniker for an x86 assembly compiled c binary, there are no special hex values that require the hex values governing multiplayer networking to live outside the executable on a seperate server unless something funny is going on.
You clearly don't have basic computer literacy or are aware of the evils of mainframe computing thereby making our conversation moot.
Denuvo/steam/mmos exist because gamers are computer illiterate/irrational.
BUT the fact that steam/EGS have gutted traditional retailers and made physical copies almost unheard of
Steam was only possible because mmo generation accept user names and login accounts, aka steam is just a client-server back end for half-life 2 when it launched, you could give the back end for ultima online "steam" if you wanted to as well.
There is no difference because both are just intel x86 assembly executables with a back end. There is no quantifiable difference between steam and mmos, the fact you believe this means you don't understand mmo's were a rebrand of pc games so they could kill piracy. They wanted to take us back to mainframe computing of the 60's.