Blizzard released Diablo 3 as an always-online game, likely to protect the sanctity of their Real Money Auction House. This requirement, however, did not go over well with the gaming public, and the failure of the launch will be spoken of in hushed whispers across tables in game company meeting rooms for years to come. However, the idea of always-online has a powerful siren’s call, offering complete control over the game, along with promises of strong DRM and a weapon against the used market. None of these honeyed words involve a better customer experience, oddly. Check out this article with developers explaining their thoughts on the always-online paradigm. Eurogamer has the story.