.dat and some .dll files also contain the anti-piracy code.webrunner said:I was under the impression (not 100% sure on this, but this is the idea i got) that DRM patches and such were added to the EXE after it compiled, through some sort of EXE-modification and packaging system something like SecuRom would provide.
Not to mention the number of 'anti-cheat' (spyware) they come with. I bought Battlefield Bad Company 2 and dispite clicking the "I DISAGREE" button to punkbuster it installed the files anyway!Shamus Young said:Experienced Points: Activation Bomb
How long you're allowed to enjoy a game is sometimes completely out of your hands.
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Oddly, no. It fails for the same reason any DRM fails, because the program only knows what the computer tells it. The computer can lie and say the website said some other date when it didn't really check at all. Or else the date to check against can be hacked, and the program will think that the year has to be after 1015 instead of 2015.Crunchy English said:I'm no programming expert, but could you not "time-stamp" the requirement for online activation into the game? You could program this sort of "failsafe" during development. For instance, and again everything I know about programming could fill a thimble halfway:
Game A is released on Feb. 5th 2010. Then the game connects to the internet to check the date remotely, shouldn't need a game specific server for that, my computer self-corrects its date and time all the time.
If the date is three years, 4 years, 5 years (whenever the company can safely assume its not actively making them money from new sales) after release date - don't seek online activation.
If it is within the set time frame, seek online activation. At worst, there might be a short window of time a game might not install, if the company has a mega failure and just crashes unexpectedly. But you can be guaranteed your game will come back.
What do you think? Viable?
The "infinity dollars" is there to make a point to the bean-counting types. Servers cost money. The machine itself. The Rack space. Bandwidth. Salary to the tech who keeps the box secure, up-to-date, and running smoothly. The cost of the tech support overhead from people who have trouble activating their game. Keeping the server software updated costs a little. (Might have to update the authentication servers to run on Windows 10 or whatever.)Flying Dagger said:This claim that keeping a games server running forever costs infinity dollars is so annoying.
Don't ask ME to put the limit at 50 years. Ask THEM. They are the ones claiming it will be up forever.Flying Dagger said:[...] at least slightly sane and put the cost of keeping a games server running for 50 years, because 50 years down the line[...]
Your argument is inherently flawed, pirates are a red herring, the assumption always goes "if they didnt pirate it they would buy it" but thats a flawed argument since in all likely hood they wouldnt have unless its a special case like spore when pirating it was also a form of protest against the heavy handed tactics. Pirates are just a way for a company to say "look this is why our game had low sales, its not our fault the game sucked/was too system intensive/no body knew about it" altho piracy would probably help that last one.Gethsemani said:Now, I could blame this on the evil corporations who enforce harsh DRMs and anti-piracy measures against me, the paying customer. I could say that EA, UbiSoft, Activision and every other game publisher out there is evil for wanting to protect their investment.
But really, I'd rather blame it on the people who downloaded the game illegaly instead of paying for it. I find this situation not at all unsimilar to how alcohol is handled during certain sport events and similar activities. At first it was cool to serve alcohol, because everyone kept it within resonable levels. But then some guys started getting way too drunk, vomiting on others and picking fights with anyone they could. Before long, there was no more alcohol during that particular event because it got out of hand.
All these DRMs are the same way. They are not free (just as the loss of profit from selling alochol) and I am pretty sure that the publishers would rather do away with them, even if it only is to save money. But they feel the need to include them in the software to protect their investment. Sure, there are ways around the verifications, just as there are ways to smuggle your own alcohol to the game if you can't buy it at the arena.
This is one of those cases where it is obvious that the ones who lose out due to illegal game distribution, in the end, are the gamers themselves.
I'm now more curious as to the type of games you are thinking of the limits being in place for...Shamus Young said:The "infinity dollars" is there to make a point to the bean-counting types. Servers cost money. The machine itself. The Rack space. Bandwidth. Salary to the tech who keeps the box secure, up-to-date, and running smoothly. The cost of the tech support overhead from people who have trouble activating their game. Keeping the server software updated costs a little. (Might have to update the authentication servers to run on Windows 10 or whatever.)Flying Dagger said:This claim that keeping a games server running forever costs infinity dollars is so annoying.
The moment the game is no longer for sale, all of that is just red ink. Suddenly you've got this stupid, useless expense, hassle, and upkeep for no benefit, and there is no end to it. It drives home the point: You WILL need to shut this server off sooner or later. Why piss away money in the meantime?
Don't ask ME to put the limit at 50 years. Ask THEM. They are the ones claiming it will be up forever.Flying Dagger said:[...] at least slightly sane and put the cost of keeping a games server running for 50 years, because 50 years down the line[...]
My thoughts exactly, I don't want to pirate stuff but if they did pull down the online activation servers as Shamus is warning us about that's what i would do seeing I'd already paid for the game. Granted I still dislike online activation but there are so many other things that also annoy me about most of the new games these days that I wouldn't buy anything at all if they were deal-breakers. It is defintiely, however, an influencing factor if I'm on the fence about buying something.Dogmeat T Dingo said:The simple solution I suppose is to pirate the game after you can't acquire it legally. If you already paid for the game then I don't see any moral issue with it.