So, let's say the purpose of CD-Keys is to provide a viable method in which to restrict illegal copies of the game from being used. Now, for this to be the case, there must be a viable but limited number of them. From what I understand, this is typically done with an algorithm which determines if a key is valid or not. However, this creates some excess; if the algorithm generates 3 million keys but only 400 thousand copies of a game are sold, that leaves a 2.6 million gap. Even if a key is specifically generated for each copy of the game, for every retail box that sits in the store, unsold, that is a potential key for use by an illegal copy.
That said, working in retail I'm more than aware of relatively new tech where a specific key is generated on demand and printed on the receipt, typically used in gaming retail when buying DLC. What if that technology were to be used with retail boxes as well?
That is to say, consider the following system:
* Keys are generated individually and uniquely upon sale (either digitally or physically).
* A list of keys is kept, such that it would be easy to determine if a key is inactive or active but in use.
* The system checks for validity once, upon installation. (Or possibly once every time the game boots or even just occasionally, when it also checks for updates.)
Possible drawbacks include the need for an internet connection (which is unfortunately becoming standard in PC retail releases these days), the need to construct and maintain a very large database whose value diminishes over time (although some structures of which may already be in place by companies like Microsoft), the need for access to Point of Sale Activation (for retail), increased components increase the possibility of failure for any one which may cause grief and inefficiency, and the window between sale and installation in which keys may be "stolen".
Still, this system does cut down on a great deal of excess and is a lot less intrusive than other DRM (cough, cough). The system may even allow for a bit of flexibility; one or two conflicts may only be red flagged but otherwise ignored, but a hundred conflicts means it's time to crack down. With sufficient monitoring data, it may even be possible to track down where the offending key came from.
Thoughts?
(For full disclosure, I'm no fan of DRM but I don't care as long as it's unintrusive.)
That said, working in retail I'm more than aware of relatively new tech where a specific key is generated on demand and printed on the receipt, typically used in gaming retail when buying DLC. What if that technology were to be used with retail boxes as well?
That is to say, consider the following system:
* Keys are generated individually and uniquely upon sale (either digitally or physically).
* A list of keys is kept, such that it would be easy to determine if a key is inactive or active but in use.
* The system checks for validity once, upon installation. (Or possibly once every time the game boots or even just occasionally, when it also checks for updates.)
Possible drawbacks include the need for an internet connection (which is unfortunately becoming standard in PC retail releases these days), the need to construct and maintain a very large database whose value diminishes over time (although some structures of which may already be in place by companies like Microsoft), the need for access to Point of Sale Activation (for retail), increased components increase the possibility of failure for any one which may cause grief and inefficiency, and the window between sale and installation in which keys may be "stolen".
Still, this system does cut down on a great deal of excess and is a lot less intrusive than other DRM (cough, cough). The system may even allow for a bit of flexibility; one or two conflicts may only be red flagged but otherwise ignored, but a hundred conflicts means it's time to crack down. With sufficient monitoring data, it may even be possible to track down where the offending key came from.
Thoughts?
(For full disclosure, I'm no fan of DRM but I don't care as long as it's unintrusive.)