Tom's Hardware > Forum > Games General > Games General Discussions > Protecting software against piracy: Your suggestions here!
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MMOs work as anti piracy because the majority of data is stored and even processed on the company's servers. Maintaining these servers is absurdly expensive. It is simply not economically feasible to run a non-subscription based game on that model and it is very unresponsive. Have you noticed how all MMOs use a similar combat system of attack queuing and non-direct control over the fight? That is because if it ran like a true FPS for example, the lag would be unplayable.



I know my post was kind of overly long, but I think you missed the point. I'm not saying all games need to become MMOs or that all games need to be on Steam or another digital distribution platform. My point is that we need to think outside the box and the afore mentioned have some good points to take from. Saying "oh no, MMOs are too different it could never work for a single player FPS" is not thinking outside the box, it's just reinforcing the box. My general idea is more centered around tying games to an account with internet access and a log in required to play. There's a lot of ways to implement and reinforce it, but I'm not going to put too much effort into devising a specific method until somebody pays me to. What's holding back the widespread use of such schemes is not feasibility due to cost or effectiveness but rather the reluctance on both sides to change the way things are done even if it would serve everybody better.

And yes you are right that you corrected me on Stardock before, except that I ended up finding out you were not entirely correct. Here's the info I received on installing a Stardock game through impulse:
"Currently installing from the Impulse archive does need a one time internet connection. They are working on a system to handle everything completely offline, but as they are hosting downloads for a number of other publishers, those other publishers also need to be satisfied with the arrangement, because not everyones' view exactly matches Stardock's."

The point being you still need an internet connection and an Impulse account to install these games.

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Reply to purplerat
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Well here's the problem with online authentication in single player games, from a programmer's perspective.

Somewhere in the game's executable, or one of its other files, there needs to be a set of functions that handles authentication from an online server. So when the game starts, these functions get called to authenticate, then return a variable (like a 1 or a 0) that let the rest of the game know if you're allowed to play. If yes, the rest of the game loads and you start playing, if no the game throws an error message and exits.

Now a cracker comes along and knows all of this. He uses various tools to find out where those functions are and what memory addresses they use to store the return variable. Then he either removes these functions by editing the game files, adds a function that automatically stores a "yes" variable in the memory location the functions use, or changes some code so these functions just don't get called at all. Usually the last option, because it's the easiest.

Now the whole online authentication system is useless, because they game has been 'tricked' into not authenticating at all. That's the problem, code is not set in stone. It can always be altered, and it only needs to be altered once in a very small way to defeat an entire DRM scheme. This is complicated stuff we're talking about, involving disassemblers and writing in assembly code, but it only takes one person to do it.

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Reply to copasetic

Quote :

My general idea is more centered around tying games to an account with internet access and a log in required to play. There's a lot of ways to implement and reinforce it, but I'm not going to put too much effort into devising a specific method until somebody pays me to.



Just wanted to re-emphasize the generality and non-specificness of what I'm saying. That way nobody will be confused and argue against me on the basis of how assembly code works. But I'm kind of sick of this whole topic anyways because it always seems to come down to "a 1 or a 0", all or nothing, black or white, right or wrong. It's as if the only two options are to either completely 100% stop all piracy or accept that it exist and do absolutly nothing about it.

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Reply to purplerat

Quote :

But I'm kind of sick of this whole topic anyways because it always seems to come down to "a 1 or a 0", all or nothing, black or white, right or wrong. It's as if the only two options are to either completely 100% stop all piracy or accept that it exist and do absolutly nothing about it.


Normally I'd agree with you, because I'm no fan of a black or white approach to anything. But you simply can't lock up software like you'd lock up a safe, doesn't matter if you do it by limiting the installs, authenticating online, encrypting everything or whatever else. It's just not possible from a technical standpoint.

I still think the only effective approach is to make the legitimate version better than the pirated version. If that means game studios have to compete with their own product then that's what it means, they're already doing this to some degree because they have to compete with the used games market. It's no accident that EA's installation limit has the side effect of destroying this market.

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"Let fly the white flag of war!"
Reply to copasetic

Quote :

I still think the only effective approach is to make the legitimate version better than the pirated version.


That's just chasing your own tail. Every improvement could just as easily be cracked and pirated as the original game. Then what? Are they supposed to make another improvement that is better than the first improvement which was better than the original? Then what happens when the improvement to the improvement to the original is cracked and pirated? And so on and so on. And since the pirates are not paying for any of this how do you think the additional cost of all these tail chasing improvements will be covered?
It's not that your idea is entirely bad because there are ways of protecting such content, even if it's not 100% pirate proof. But my point is that why not use such innovative methods to protect the original content? You won't stop every pirate, but the same people who would have bought the game for the additional content you propose would be forced to buy the game in the first place rather than getting a free ride.

But please stop with this "EA is trying to kill the used game market". If they really cared at all about that they would simply demand that EB stop selling used console games. Madden 08 has probably sold more used copies in the past month in retail stores than all PC games combined (I'm probably exaggerating a little but you get my point). Also for all the bitching about EA trying to kill the second hand game market how come nobody ever brings up Valve? Not too many of their games are being sold used.

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Message edited by purplerat on 10-01-2008 at 10:58:29 PM
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Reply to purplerat

purplerat wrote :


And yes you are right that you corrected me on Stardock before, except that I ended up finding out you were not entirely correct. Here's the info I received on installing a Stardock game through impulse:
"Currently installing from the Impulse archive does need a one time internet connection. They are working on a system to handle everything completely offline, but as they are hosting downloads for a number of other publishers, those other publishers also need to be satisfied with the arrangement, because not everyones' view exactly matches Stardock's."

The point being you still need an internet connection and an Impulse account to install these games.



Nope you still missed it. That is installing a game THROUGH IMPULSE. That is as in getting it from the service.

I am talking about buying the game off the shelf. A friend of mine doesn't like to register software if he can avoid it and he played Sins of a Solar Empire out of the box without connecting to their service or registering or even using the CD key for months until he decided he wanted the patches that had become available.

Reply to infornography42

The reason we are saying these suggestions won't work is because they won't. They will simply add more hassle and reduce flexibility of use of the product without doing a bloody thing to stop piracy.

Thinking outside the box is great, but it doesn't mean you stop thinking at all... The point of this thread was to provide suggestions. You seem disinterested in actually providing a well thought out suggestion and just are making generalities.

The trick to Steam that allows it to actually have some effect is that the service itself is beneficial to the end user. As a result the end user does not want to crack steam or games that they have gotten through steam because it could prevent them from getting other games through steam in the future. It is not as if Steam is immune from cracking or something.

So far no anti piracy measure has done anything more than provide a minor speedbump to pirates. When a new version of DRM comes out it takes no more than a week or two to crack it. Then anything else using that same DRM will be cracked same day or earlier.

The best you can do is provide a consumer friendly experience that makes them want to continue to use your service. So far Steam and Stardock have managed to do this.

Part of the problem here is that if the game gets cracked by anyone, then suddenly it can be cracked by ANYONE. If you don't stop piracy completely then you have hardly impeded it at all. Some basic DRM can prevent casual copying but anything beyond a CD check and/or serial code and you are just making things harder on yourself and your consumer without any noticeable progress being made. That is why people are down on more draconian DRM methods that have already been proven not to work.

Reply to infornography42

radnor wrote :


And about legacy ones ? LEgacy can mean Bioshock for example. Doesn't have a 64 bits exe.
So no more pirating bioshock !! Go buy from 19.99 bin !!!



In a thread where most people are very positive about Steam, let me put forward the following. I'm a Steam user myself with mostly positive experiences. However two things bother me:
#1 their pricing approach: indeed BioShock is mostly available in bargain bins now, not the €5 (let's use real money denomination ;) ) but you should be able to get it below the 25 mark ($ or €). On steam it's still $54. I have not yet bought my copy of the game, because I am awaiting my new rig, but once that's here I want to play it and I would rather buy it through Steam. However a $30 delta is simply not realistic. Steam should really bring their pricing of older games in line with other suppliers. I would not mind paying a bit extra for the extra updating features through Steam but $30 is simply too much.

#2 I would expect a world pricing approach because of the online content and it should not matter where I am physically but instead Steam is region aware and Valve apparently has pricing agreements within regions and even some games are not available in certain regions. This is not primarily something to blame on ValvE, it is more likely that publishers entering in a Steam deal with Valve have applied those restrictions. Still, they bother me.

Now I know this is not really covering the thread topic so I'll come to that in a moment in a different post.

Reply to BigMac

purplerat wrote :


But please stop with this "EA is trying to kill the used game market". If they really cared at all about that they would simply demand that EB stop selling used console games. Madden 08 has probably sold more used copies in the past month in retail stores than all PC games combined (I'm probably exaggerating a little but you get my point). Also for all the bitching about EA trying to kill the second hand game market how come nobody ever brings up Valve? Not too many of their games are being sold used.



EA does not demand that retailers stop selling used console games because that would be against the law. First they would have to change the product description of what they are selling customers: a medium with the game software on it, while this is exactly what they are depending on to effectively combat piracy on consoles (I know consoles are hacked to play illegal copies but they can still make a handsome profit on their current console business model).

As far as I know, their console games are not sold with activation limitations, so my guess is that the activation policy is geared to 1) a form of piracy protection (with the same misguided idea that they are hitting pirates with it instead of their paying customers) and 2) killing the second hand market and the free passing on of pc games once someone is done with it (this happens a lot with games that have no replay value)

Reply to BigMac

Ok, so I have now posted twice here without coming forward with my idea about solving piracy.

Actually what I'd really like to solve is the intellectual property issue of digital content (games, movies, books, whatever) that can be copied without cost to the copier and without quality degradation (in other words, someone that copies digital content can enjoy it with the same enjoyment as if (s)he would get the content directly from the publisher).

In the past, any form of content was coupled to a medium (tape, disk, whatever), and people were paying for the content by buying the medium. They could resell the medium once they'd consumed the content (and in fact, content creators and content providers do not get any revenues from that).

Now that publishers have lost the link to the medium, they try to protect their content in order to get revenues for it, and as we know there are no full proof protection schemes available yet, and the faulty schemes that are in place, bother legit customers that pay for the content more than that they prevent piracy.

I propose to eliminate the usefulness of piracy to the general public. In an ideal world anyone would automatically pay for what they download to their computer. The act of downloading would automatically trigger the financial transaction between buyer and publisher (would not matter where the content would be physically when the download is initiated). Obviously the price of the download must be available to the customer at all times. I do not foresee how this can be implemented in the short to midterm in a reliable way (robust against large scale piracy) but it would be a fair system.

As a intermediate solution (or one that is more efficient in terms of costs) a monthly fee will be included in your internet subscription fee. Subsequently all content will be freely available, once you've payed this fee, which should be proportional to the total amount of content (K/M/G/TBytes) that you download. These fees are collected and then distributed to the publishers (like royalty payments to publishers and/or artists when their music is broadcasted). The distribution scheme will be linked to how often their particular content has been downloaded. Every bit of content should contain some code that reports back to the publisher and the office that oversees the fee distribution (lets call them CMO in this post) that it has been downloaded. Is this system piracy proof? No, you can still hack the reporting code. However, the general public will have no benefit at all because they will be paying their fees regardlessly, so it will not save them any money. How can you protect legit customers from accidentally running hacked content? Well, you can alert the user that he is running content that is not reporting back to the CMO or anyone else, and you can simply show the recipient of the report in case someone tries to redirect funds. Checksums on the content will enable the CMO to determine if the content has been manipulated (providers have to submit their content to the CMO to be registered as the reimbursable party for this particular content, and a weighing factor is provided that relates in some way to the amount of effort of creating the content, as to get a fair share of the fee, and there could be a defined period after which there is no reimbursement anymore, basically freeing the information from copyright)

Sure there is some overhead/redtape involved but this scheme could be efficiently implemented worldwide, and it would allow for charging differently in different regions (for instance cheaper downloads for emerging economies).

Probably all kinds of details need to be figured out (and the devil may be in the details) but the principle looks sound to me. So... have I solved the piracy problem?

Reply to BigMac

BigMac wrote :

In a thread where most people are very positive about Steam, let me put forward the following. I'm a Steam user myself with mostly positive experiences. However two things bother me:
#1 their pricing approach: indeed BioShock is mostly available in bargain bins now, not the €5 (let's use real money denomination ;) ) but you should be able to get it below the 25 mark ($ or €). On steam it's still $54. I have not yet bought my copy of the game, because I am awaiting my new rig, but once that's here I want to play it and I would rather buy it through Steam. However a $30 delta is simply not realistic. Steam should really bring their pricing of older games in line with other suppliers. I would not mind paying a bit extra for the extra updating features through Steam but $30 is simply too much.

#2 I would expect a world pricing approach because of the online content and it should not matter where I am physically but instead Steam is region aware and Valve apparently has pricing agreements within regions and even some games are not available in certain regions. This is not primarily something to blame on ValvE, it is more likely that publishers entering in a Steam deal with Valve have applied those restrictions. Still, they bother me.

Now I know this is not really covering the thread topic so I'll come to that in a moment in a different post.



Yes and No.

Pricing has everything to do with piracy. Like the music industry has displayed, if the price is right, people will buy instead of pirate it.

A game being released for 59$/€ is ok. After a year of launch still at the price is not. At those prices only the enthusiast (with money) will buy. Games should follow the hardware pricing that has a 6-9 months lifetime. It makes me mad, because publishers do milk gamers.

I had my fair amount in distribution channels. Games (and software in general) are like the pharmaceutical industry. The first pill will cost you millions to produce. The second one is below 1 cent. So, we can say that the most expensive part in producing games are :

  • Long developing cycle.
  • Human Programming teams.
  • License of the game engine.


Let's face it, these are the costs. A printed case with a dvd on it can be produced for less than 7 cents. Just check the web, there are companies that do it. Ok, lets print a 2 millions of it. It is a cost of 140.000€/$.

Lets see crysis, that we have the numbers. It sold about one million unit. At 59$. Lets remove costs per unit:

Brick and Mortar

  • 10$ dollar total taxes/customs fee/etc.
  • 5 dollar distributor fee ( round Number i know, but its to use an example )
  • 7 Cents producing
  • 1 dollar total extra logistics.


Digital

  • 5 dollar distributor fee ( round Number i know, but its to use an example )


There should be other payments here, but some of them fall on the residual side of things, they cannot be divided by each copy/unit. They are subtracted on total profit. Or in the case of EA they are ussually considered a fixed cost not attributed to a single game. So you can't account for it. DRM fees enter this realm of accounting also.

They said they just sold 1 million units, Brick and mortal sales means 42.93 Profit from each copy. Digital means 54$.
EA ussually goes traditional distribution, witch is the worst case scenario. I this means 42 million dollar profit. Almost 43.

Just on Crysis. Don't forget we have at least another 1 million copies, they are still trying to milk us for 59$. This means, another 42-43 millions dollars profit. If sold of course. As they don't devalue their product properly, it will end up on the 19.99 or 9.99 bin. Remember the costs ? This brings the Brick and Mortar distributor profits to 1dollar or less, and EA will have to receive/exchange about 500.000 copies so it will be trashed.

That is 35.000 dollars loss just by producing. The problem here is the logistics fee. Remembered that 1 said 1 dollar ? Multiply by the number of copies returned.

Now, less math.

Crysis didn't made a profit for one simple reason. They had to develop a game engine. But one game doesn't have to pay up (break-even) a game engine. Doom3 game engine is still being sold on another games. Same with Cry Engine. Warhead is here and i think Farcry 2 will use it to.

So it will pay up. Crysis was never ment to pay up . Was meant to somewhat capitalize the Cry engine.

In the accounting side of digital distribuition, i never talked about costs did i ? Because the costs are just the distributors fee. Or do you think Spore, Mass Effect, Bioshock and other DRM infested games use different auth servers/call centers ?
No they don't. DRM costs become residual, if there is enough titles with Securom.

That is why they want to impose it in all games. So they can become residual.

Now i accuse most publishers of:

  • Lack of Knowledge of the Brick and Mortar distribution chains.
  • Lack of a road map of devaluation of the product.
  • Ignorance of market demand. Don't launch another FPS.
  • Excessive winning and lackluster marketing campaigns.


This last point is interesting. For the exception of some enthusiast sites and IT magazines i don't see any advertising.
Chip industry is now the Juggernaut that it is, not because us enthusiast. But because the sheer amount of Joe consumers that now buy a x86 computer.

Peeps that stroll this forum, don't need more hype. We already do it ourselves. Publishers (like EA) are failling and will continue to fail due to not doing things right.

In logner post i described the evolution of gaming , or gaming related companies. Top-Down-Horizontal-Developer/Publisher model.

Say hello to Blizzard !!!

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Reply to radnor

Your numbers don't really stack up. Remember that the end retailer (the shop) is not the publisher. The publisher is buying the game (you use a figure of $5 per copy, but I suspect in the real world it's a mixture of flat-rate with a per-copy rate on top), but then reselling to the retailer. A retailer will usually work on at least a 100% markup - i.e. the publisher is selling the game for less than $30 to the retailer.

This further increases the gap between digital sales and bricks and mortar sales - by removing one of the steps between producer and consumer (in this case, removing the retailer), you increase profits. It's called vertical integration.

It's no surprise, then, that many game publishers are trying to move towards online sales and away from standard bricks-and-mortar retail.

EA are different, because a lot of their biggest selling games (Sims, Spore etc) are not aimed at enthusiasts but "casual" gamers. My guess is that EA assume that casual gamers are more likely to buy instore than online, and so they need to keep that avenue open to them.

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Reply to llama_man

llama_man wrote :

Your numbers don't really stack up. Remember that the end retailer (the shop) is not the publisher. The publisher is buying the game (you use a figure of $5 per copy, but I suspect in the real world it's a mixture of flat-rate with a per-copy rate on top), but then reselling to the retailer. A retailer will usually work on at least a 100% markup - i.e. the publisher is selling the game for less than $30 to the retailer.



I post while i work, and sometimes i get fuzzy with terms. Mea Culpa. Now, a retailer has between 25% and 15% margin.
And 25% is under special condicions, like sales numbers, sales contracts, etc. My numbers aren't so far off. In retailing you calculate the profits before the taxes, not the other way around. Although it is just an example, i would LOVE to give ya the numbers, but i don't want to break NDAs from previous jobs from posting in a somewhat public forum. So take that example as possible example.

llama_man wrote :


This further increases the gap between digital sales and bricks and mortar sales - by removing one of the steps between producer and consumer (in this case, removing the retailer), you increase profits. It's called vertical integration.

It's no surprise, then, that many game publishers are trying to move towards online sales and away from standard bricks-and-mortar retail.



We agree here, but you forgot logistics. Logistics can take a bigger share than profit margins all together. By logistics i mean transportation, distribuition, storage, indirect costs of reselling (like lost and unused units) return by the retailer of the same, and many more.

llama_man wrote :


EA are different, because a lot of their biggest selling games (Sims, Spore etc) are not aimed at enthusiasts but "casual" gamers. My guess is that EA assume that casual gamers are more likely to buy instore than online, and so they need to keep that avenue open to them.



Although everybody in this forum support digital distribuition (and i am one that supports also), i guess many here didn't worked at the level i worked in Distribuition and can't imagine the sheer selling power. EA must keep that door open. Blizzard keeps that door open. Worldwide, digital distribuition is still in early stages.

Most of the posters here are American. And they comentate with a strong American POV. Im Portuguese. There are Chilean, Irananian, Brazilian...etc. This is world forum. A game to be profitable has to be sold in several plataforms and in several countries.
Unfortunely Digital Distribuition isn't that good in many places. Although it increases profit rates and sales altoghther, Digital Distribuition ignores one big problem that retail has tackled very well.

Logistics.

Newegg is great, but i can't buy there.
Tiger Direct is great, but i can't buy there.
Amazon is great, but i can't buy there.

Now, has Digital Distribuition solved logistics ? No it doesn't. It still imposes hard conditions on payment and return. For example !! I wont buy Spore if i have to phone the US from Portugal !!

The problem in PC Gaming is that the publisher (EA in this case) still didn't attach the normal product rules to their games. As so the retailer doesn't invest in that product. A retailer can have a massive strenght in sales, if properly "adviced".

Digital Distribuition is the future, ill give you that, but you can't ignore brick and mortar sales. It is still too big.


Message edited by radnor on 10-02-2008 at 04:03:01 PM
------------------------------ Rock journalism is people who can't write interviewing people who can't talk for people who can't read - Frank Zappa
Reply to radnor

Quote :

That's just chasing your own tail. Every improvement could just as easily be cracked and pirated as the original game.


Depends on the improvement. Like I said before, online content is very difficult to crack. It's easy to crack online authentication, which is just a lock on the game, but cracking something like access to the Sporepedia is much harder.

Quote :

But please stop with this "EA is trying to kill the used game market". If they really cared at all about that they would simply demand that EB stop selling used console games. Madden 08 has probably sold more used copies in the past month in retail stores than all PC games combined (I'm probably exaggerating a little but you get my point). Also for all the bitching about EA trying to kill the second hand game market how come nobody ever brings up Valve? Not too many of their games are being sold used.


I bought my copy of Orange Box in a store, and I can resell it if I want. EA can't just tell EB games not to sell its used console games because the law allows people to resell their games. It's called the First Sale Doctrine.

Quote :

But my point is that why not use such innovative methods to protect the original content? You won't stop every pirate


Because I don't believe this is the type of situation where you can just stop "some" pirates. It would be, if everyone had to crack the game themselves. But they don't. It takes 1 person to crack the game and upload it to bittorrent, and from there any Joe Sixpack can download it and play it hassle free. Either nobody can crack the game, or everyone can crack it. There's no middle ground in this problem.

All this DRM might stop casual piracy, but that's a shallow victory when the game still ends up on bittorrent for all to download. And judging by the number of people who download Britney Spears and Rihanna, there's a lot of 'average' people out there who can use bittorrent.

Quote :

As a intermediate solution (or one that is more efficient in terms of costs) a monthly fee will be included in your internet subscription fee.


This is something I've thought about before, but there's some big problems to solve before it would be realistic. First, as you mentioned, there's the problem of knowing which content you downloaded. I can tell you with certainty that tagging content with some kind of reporting code will get cracked and removed in no time at all. Even worse it could simply be altered to point to whoever the cracker wants, even himself or some dummy corporation he's set up.

So once that's cracked we don't have a method of determining who gets what share of each user's monthly fee. And everyone is going to want a piece of it. Game studios, record labels, Hollywood, book publishers, software publishers etc.

------------------------------ Core2 Duo E6850 @ 3.6 GHz -- Gigabyte GA-P35-DS3R -- HIS HD 4870 @ 790/1100 -- 2 GB Corsair XMS2 6400 4-4-4-12 -- Silverstone Zeus 750W -- 900 GB HDDs -- Arctic Cooling Freezer 7 Pro -- Acer AL2216W 22" @ 1680x1050

"Let fly the white flag of war!"
Reply to copasetic

Quote :

Thinking outside the box is great, but it doesn't mean you stop thinking at all... The point of this thread was to provide suggestions. You seem disinterested in actually providing a well thought out suggestion and just are making generalities.

The trick to Steam that allows it to actually have some effect is that the service itself is beneficial to the end user.



So what, do Steam and Stardock have a monopoly on customer friendly experiences? Is it inconceivable that any other company could come up with a similar but not entirely the same method that is *gasp* better than Steam or dare I say ... Stardock?
The suggestion I made included game companies rethinking how they provide content to users. One of the great successes of MMOs and Steam - regardless of specifics on how either actually works - is that because both have a constant connection with their customers they have more invested in providing a better customer experience. The game it's self may be able to be cracked but you can't pirate that experience. Others have suggested similar but mostly just as add-ons, extras and updates. I would just say to build the game from the ground up like that.
But I'm not going to come up with a specific method in such a forum because it's pointless unless you write up a 100 page spec describing exactly how it will work in every situation, which of course no body would read. If I pick a RTS and say here's how I would protect it people will just focus on how it won't work for a FPS. If I then try to describe how it would work for a FPS I'll hear how it won't work for an RPG and so on and so on. And in the end nobody really cares anyways. That's exactly what happened earlier when I merely suggested that MMOs had some good points to take from in protecting content and immediately there was a discussion about real time combat versus turn based and client side processing versus server side processing.
It's kind of funny how bigoted people seam to be on this topic. Somebody who loves Steam or Stardock will gasp and be revolted at the idea that another company could do something similar. It almost comes across as some sort of defensiveness against anybody else trying to invade their territory. But that's what I'm suggesting. That more game companies look at those types of models and not copy them or join up with them but try to improve upon or alter for their own needs. Like I said before I'm not sure how somebody who approves of Steam, Stardock or MMOs can rationally reject other game companies using a similar model.

------------------------------ GIGABYTE GA-P35-DS4 v2.0
Intel Core2 Q6600 @ 3.3Ghz
4GB OCZ Reaper DDR2 800 @ 915Mhz
EVGA 8800GTS 512MB G92
Reply to purplerat

Quote :

EA does not demand that retailers stop selling used console games because that would be against the law.


There certainly are many ways in which publishers could stop or at least strongly discourage stores like EB from selling used games. In fact they pretty much have done that with used PC games in such stores. The reason being that without support from game companies like EA chain retailers like EB wouldn't survive. I've seen many independent game stores open up and try to survive mostly on used game sales and they all fail.

My whole point though is that the second hand market is not really a concern for game companies, and any concern they have is directly related to piracy anyways. That's why stores like EB do not sell used PC games. The idea that somebody might play a game through and sell it once they are done is not a problem. The idea that they might play it, make a copy which they can continue to use and then resell it is where the problem is.

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Reply to purplerat

I have used Steam, Stardock, and I've even used the Atari service to download Test Drive Unlimited and I found that digital copies are as good as the hard copy from a customer's point of view. However, here's my BIG issue with using these systems. I feel as thou when using these services, we end up "renting" the game as we only have permission to use it rather than having a copy that I can copy on my new rig if I upgrade, or reinstall if I formatted Windows, or just uninstalling the game because I'm out of hard disk space to reinstall it later. These services won't give me the freedom I need as a legitimate owner of the copy I purchased. In other words, the EULA has changed from YOU owning the disk to THEM owning the disk and giving you permission to use it. THAT, is my major issue with all these services. If we look at consoles, there's nothing stopping me from bringing my XBOX Game disk to a friend's house (assuming he's got the console) and play there. That's the freedom I'm looking for when I spend 60$ on a game...not the priviledge to install the game only 3 times (or for a period of 6 months).

Hence, It would be great to find a way for gamers to "OWN" the disk while enjoying all features of the game. I like models that originate from multiplayer components. I think BF2 was a great FPS-MMO and all you needed was an account which allowed you to get authentication from the server. I've reinstalled the game countless times (from upgrading my systems or reformarting them). The limitations in the EULA were how many users you can have (rather than how many times you can reinstall the game or for how long you have the priviledge to install the game on your computer) which made a whole lot of sense. Blizzard have created games that all originate from a multiplayer component; are they successful? (YES). Besides, every FPS games SHOULD have a multiplayer component anyways. Alas, a server can check the user id and give access to those with legitimate accounts.

Games that don't have multiplayer components are really out of luck. Therefore, they should come up with a new way of doing business to protect their investments (Thinking about RPGs here). Would Steam or online server be of any use given for say ElderScroll-Oblivion, or Fallout 3, Mass Effect?

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Reply to Alex The PC Gamer

purplerat wrote :

Quote :

EA does not demand that retailers stop selling used console games because that would be against the law.


There certainly are many ways in which publishers could stop or at least strongly discourage stores like EB from selling used games. In fact they pretty much have done that with used PC games in such stores. The reason being that without support from game companies like EA chain retailers like EB wouldn't survive. I've seen many independent game stores open up and try to survive mostly on used game sales and they all fail.

My whole point though is that the second hand market is not really a concern for game companies, and any concern they have is directly related to piracy anyways. That's why stores like EB do not sell used PC games. The idea that somebody might play a game through and sell it once they are done is not a problem. The idea that they might play it, make a copy which they can continue to use and then resell it is where the problem is.



That's why DRM and SecuRom exists (or part of why it exists). A pirated copy is almost better in this case as it includes a crack to play the game...well from a gamers' point of view.

Also, console games have a different EULA (which is usually found in the booklet included with the game). Ironically, the end user doesn't have to agree with the EULA in order to purchase and play the game. Instead, they are being warned about current government legistlation (such as "you can't copy and resale the disk", etc).

The agreement between the publishers and the distributors are therefore different between consoles, PC, and other media products.


Message edited by Alex The PC Gamer on 10-02-2008 at 05:39:18 PM
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Reply to Alex The PC Gamer

Quote :

My whole point though is that the second hand market is not really a concern for game companies, and any concern they have is directly related to piracy anyways. That's why stores like EB do not sell used PC games. The idea that somebody might play a game through and sell it once they are done is not a problem. The idea that they might play it, make a copy which they can continue to use and then resell it is where the problem is.


I still don't agree with this, but we've been over it once already so in the interests of not going through all that again lets just agree to disagree.

Quote :

Would Steam or online server be of any use given for say ElderScroll-Oblivion, or Fallout 3, Mass Effect?


With no additional work by the developer, no. But Steam is going to start hosting mods for popular games, and these mods could check the validity of the installed game before they install themselves. This function could be cracked, but no cracker is going to sit down and crack each mod one by one as they're released. Especially if we're talking about a game like Oblivion which already has hundreds of mods.

Games will need to be designed with an online component in mind, I listed a few possibilities earlier in this thread and I'm sure game designers can come up with even more creative ways to tie the online and single player components together.

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Reply to copasetic

Quote :

Would Steam or online server be of any use given for say ElderScroll-Oblivion, or Fallout 3, Mass Effect?


Alex, I understand your objection to not actually owning the game disc. That's why I focus more on changing how we think about playing games rather than specifics on how it's done. And it's not just players accepting that we are as you say basically renting games. Game companies have to accept that in order to get people to buy into such a model they have to make it worth it.
But to answer your question heres how such a service could work in the instance of a games like Oblivion. First off there can be a multiplayer aspect. Some RPGs have started to introduce multiplayer capabilities alongside single player gameplay. Two Worlds is one that comes to mind and now Fable 2 is supposed to have a multiplayer component. But an even more creative method would be to build a single player RPG with an ever changing living world based off remote server data. Currently major changes are made through expansion packs and mods. But why not integrate them directly into the game on a smaller scale but on a daily basis. Changes to scenary, NPCs (maybe they just change their damn clothes), new missions/objectives, updates to voice acting, etc. You could even control in game weather. I'm not trying to lay out a comprehensive plan for implementing such a thing but it's something to think about.

------------------------------ GIGABYTE GA-P35-DS4 v2.0
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Reply to purplerat

Quote :

First off there can be a multiplayer aspect. Some RPGs have started to introduce multiplayer capabilities alongside single player gameplay. Two Worlds is one that comes to mind and now Fable 2 is supposed to have a multiplayer component.



Yep, that's pretty much what I was saying earlier with BF2 and Blizzard. All games should have a multiplayer component to them. I'm 100% agreeing with you on this one.

Quote :

But an even more creative method would be to build a single player RPG with an ever changing living world based off remote server data. Currently major changes are made through expansion packs and mods. But why not integrate them directly into the game on a smaller scale but on a daily basis. Changes to scenary, NPCs (maybe they just change their damn clothes), new missions/objectives, updates to voice acting, etc. You could even control in game weather.



Again, these are things that publishers should look into (to give them at least an excuse to have server validate and authenticate the copy) to protech against piracy. Obviously, it would add so much more to the actual gameplay. I wonder if costs would be an issue though...but I'll agree with you on this one.


Message edited by Alex The PC Gamer on 10-02-2008 at 06:03:37 PM
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Reply to Alex The PC Gamer

Regardless of ownership of games or simply renting I don't want a different service from every publisher. It's just stupid. Right now I have Windows Update, Steam, Impulse, EA Download Manager, Kaspersky, A few spyware apps, firefox, and I'm sure other stuff that I can't think of at the moment running in their own happy little space in ram self-updating. It's getting to be kind of ridiculous.

My machine has 4 cores and 8 gigs of ram, so I don't see a hit to performance. However, on my other box I have to turn almost all of this crap off to pull decent frames in a lot of games. Every company that goes out and makes this great new customer friendly distribrution/update method is just adding more freaking bloatware. I don't think that is the answer.

Reply to clay12340

Quote :

I wonder if costs would be an issue though...but I'll agree with you on this one.


That's were game companies need to re-evaluate how they sell games. Rather than just view it as "how many copies can we sell" there should be more put into locking gamers into their franchise, series etc. Some games do that very well. Blizzard probably better than anybody has done that; basically building one of the top gaming companies on 3 franchises.
There's plenty of ways they could make money off such a system though. Depending on the game genre ads could even be used. Plus they could offer pay for content along with the free stuff. Maybe even offer something earlier for a nominal fee. Kind of like with cable. You can wait for a movie to come to HBO or for a few bucks you can get it on demand.

------------------------------ GIGABYTE GA-P35-DS4 v2.0
Intel Core2 Q6600 @ 3.3Ghz
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EVGA 8800GTS 512MB G92
Reply to purplerat

Quote :

Regardless of ownership of games or simply renting I don't want a different service from every publisher. It's just stupid. Right now I have Windows Update, Steam, Impulsehttp://en.wikipedia.org/wiki/Impulse , EA Download Manager, Kaspersky, A few spyware apps, firefox, and I'm sure other stuff that I can't think of at the moment running in their own happy little space in ram self-updating. It's getting to be kind of ridiculous.


Steam/Impulse/EA Download Manager are not necessary for these systems. They just put them there to try and get you hooked into their product (that's why Steam tries to sell you something every time you sign in). You can have the same functionality without having the additional app running in the background. MMOs do it. When you run the game you get a little window similar to what Steam has for logging in but it only runs at the start of the game.


Message edited by purplerat on 10-02-2008 at 07:03:18 PM
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Reply to purplerat



Allow everyone to download the game for free

For free you have to register the game which validates a Windows code from Microsoft.

You get a snippet of a game - ie first level for example or an amount of time..


Then pay as you play with every piece of game connecting like a jigsaw puzzle which is made up from a code which is based on your authorised Windows product key...

Has to be resonable mind and works inconjuntion with something like gamespy to validate logins and passwords related to that code and account.. the speed of internet is so fast compared on how much of this data needs to be transfered - its bytes not kb or mb's

each set of game code then is updated with the code from the game companies server and there for can not be transfered as it needs to be authorised within the game with the windows code...

if this needs to be transfered then there is a deactivation reactivation service from old windows product key to new..

Then this game is paid for by installments - level like / character / vehicle with unlimited time tho...

you get extra machines etc like a form of itunes... You get 2-3 machines to run it on then thats the end of your money / game trip..

If you dont comply then your code for windows is disabled for using a pirate software package... and will need to pay to reactivate it..

End of- only pirates will worry then

Reply to Hellboy

This string has gotten kinda long so if I repeat something someone has said I apologize.

emp wrote :

1.) Stop wasting money on DRM/copy protection so games can be sold at a more competitive price. ($35-40)
2.) Meet with Valve.
3.) Sell your games on Steam.
4.) Support your games with patches and decent optimization.
5.) Watch sales increase.

That's what Valve does different from the rest of the industry and it seems to be working exceptionally well for them, while the rest of the industry seems to be affected by piracy.

For anyone who didn't get it, the basic solution is to take Valve as a role model and copy their business model.



OK... you need to go and review this... Since the release of Bioshock all EA titles sold on STEAM still carry the SecurRom DRM. So even though Valve is awesome and I like the way they do things, they still have to give their clients (EA) what they want.

Solutions:
1. Make all games for PC only available via a distributor like STEAM. But make sure they have policies against doubling up DRM such as STEAM + SecurRom. This is massive over kill. Also by using moving everything to download companies can save money on media (discs, boxes, artwork, anything else physical) and also save money on the shelf space they rent from the stores that sell them. They can then turn that money around and invest it in producing better titles that would produce more sales and thus adding to the great circle of life.

2. Instead of distribution online or on disc (CD, DVD, BlueRay you know it's coming) use some kind of encrypted flash drive. You buy the game on the flash drive. The security prevents it from being formatted or copied but allows read/write access to play and save your games. Kinda like a game cartridge on crack. Could someone find a way around this? Possibly, but it should make things more difficult.

3. Something like an ID card. Basically, you have a flash drive that is pre-coded and can not be altered. You take it with you when you go buy a game or plug into your USB slot if you buy online. Then the game you buy is registered to that key and that key only. If you are buying it as a gift then you pay for the game and they give you some kind of receipt that you give to the person and they go and get the game or download it after it has been coded to their ID card. In order to play the game your ID card has to be plugged into the PC. This is my least favorite option as it is very "Where are your papers?"-ish but it would work. You could register your card with whatever vendors you buy from in order to get games.

4. Google could buy EA and make things right with the world. :lol:

And as always... Shame on you EA :non:


Message edited by JEVERSON on 10-03-2008 at 08:29:50 PM
Reply to JEVERSON

radnor wrote :

Yes and No.
<rambling not quoted>



Can you explain in a few words why you replied as you did to my post? Did you even read what I wrote? The relation between my post and your reply completely eludes me for the moment.

Reply to BigMac

Alex The PC Gamer wrote :

In other words, the EULA has changed from YOU owning the disk to THEM owning the disk and giving you permission to use it. THAT, is my major issue with all these services.


Bizarrely, that's already the case and has been for a long time. I actually bothered to read a few EULAs once, and that's exactly what it says. Microsoft can ask for your Windows CD back if they want!

I understand the point you were trying to make though - there is far more freedom to share the physical medium with consoles.
I guess the publishers recognise that - they tolerate it because unlike with PC games, sharing a console game doesn't duplicate the content (console owners don't borrow a game to copy it - they borrow to play it and maybe return). Of course, in theory this is still a lost sale (assuming the lendee would have bought if unable to borrow) - but maybe this is factored into the price? (Console games cost about 50% more in the UK than PC games).

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Reply to llama_man

i would be happy if a game checked on the internet and they just used the barcode of the game....

buy game, barcode gets scanned, game is activated on there servers, when you install the game it checks with the server to see if barcode has been activated, single player should not require any checks. however multiplayer should check with the server b4 allowing the person to play, if there are two copies of the same barcode playing, the game should close down.

Reply to Flakes

Flakes wrote :

i would be happy if a game checked on the internet and they just used the barcode of the game....

buy game, barcode gets scanned, game is activated on there servers, when you install the game it checks with the server to see if barcode has been activated, single player should not require any checks. however multiplayer should check with the server b4 allowing the person to play, if there are two copies of the same barcode playing, the game should close down.



call function is_game_legit

is_game_legit
If game is legitimate then return true
else return false;
end is_game_legit;

:::::::CRACK:::::::

is_game_legit
return true;
end is_game_legit;


SAME OLD PROBLEM. Any sort of checking/verification is susceptible to this. As I said in my post:

The problem is, most of these measures can circumvented, as long as the problem is kept in the digital domain.

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Reply to jay_l_a
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