Poll: Can effective anti-piracy measures exist?

geldonyetich

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Most of us computer-savvy folks already know that any software-based mechanism for protecting games simply doesn't work. Every time they make it difficult to copy that floppy or require server activation, it's just a matter of time until somebody out there on the wild, untamed Internet introduces a "cracked" copy that completely circumvents the method used to protect it. In the end, the only people who are truly impacted by these "copy-protection" methods are legitimate buyers of the game.

So the question I have is not, "Do effective anti-piracy measures exist?" We know the answer to that: They don't. The question I have is, "Can effective anti-piracy measures exist?" Will somebody come up with something that actually works, or is piracy a perpetually unsolvable arms race.

One idea I came up with is this: Completely isolate software in inaccessible hardware. Lets say every time you wanted to play a game, you had to plug in a USB stick that contained the game. The USB stick contains a unique, inaccessible interface that decrypts the software piecemeal using a unique PGP-style key, never allowing the entire entire application to be exposed at once. Use a good enough key, and it may take months or years to get the game out of the USB device. However, given the nature of the question being solved, even this may simply be another problem that someone devises a means to solve, perhaps by hacking the involved device drivers.
 

Alex_P

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Mar 27, 2008
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Anything you have direct physical access to you can break. So, don't give players physical access. Make the player's box a dumb terminal and do the real stuff on hardware you absolutely control.

MMOGs basically do this. You can't really "pirate" one unless you hack the server and steal its code.

-- Alex
 

geldonyetich

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I've heard of some plans to do that - have giant server farms that basically serve as portals to using all your various applications. You couldn't boot up Microsoft Office unless you had an account through Microsoft and logged in, for example, because you're basically just using a dumb terminal.

Is this absolutely foolproof, or will pirates engineer a way?

In MMOGs, there's such a thing as server emulators [http://en.wikipedia.org/wiki/Server_emulator]. It sort of demonstrates the level in which people can go to get around "foolproof" mechanisms.
 

Kruptos

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Jul 26, 2008
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There truly is only two ways you can make your files hack proof: 1 don't release it or 2 make it so that the "buyer" can decide how much he wants to pay for it. Of cource that could end up with you bankrupt but hey, it's hackproof! Who wants/needs to hack something he can get free without the effort.
 

Alex_P

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geldonyetich said:
In MMOGs, there's such a thing as server emulators [http://en.wikipedia.org/wiki/Server_emulator]. It sort of demonstrates the level in which people can go to get around "foolproof" mechanisms.
Sure, but that's a lot of work. Unless you've managed to steal the server source, you're reverse-engineering the whole thing.

Less effort than having to write both the front and back ends, but basically its own big design project. Whereas a crack takes, what, anywhere from a few hours to a week?

It's not "foolproof" but it meets my standards for "effective."

-- Alex
 

sunami88

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Jun 23, 2008
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Anything can be cracked.

I just love when some big game is coming out and it uses a new kind of piracy protection. It's usually cracked a few weeks before the games release.

And I think all MMORPG's have some sort of private servers.

The harder it is to crack, the more people will want to crack it.
 

smallharmlesskitten

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Apr 3, 2008
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Khell_Sennet said:
CD-Key Database Service (ie Valve's Steam) - The problem with something like Steam only manifests in the long run. I have software that dates as far back as the DOS era, games which I still play today. If back then, we had to register MOO2 and Star Control 2 on a Steam-like application, would I still be able to play them today? When Valve goes under, closes, or simply stops supporting Steam, will you still be able to play Halflife2? Your ability to play the game is directly tied in to their existence and support. Even though you don't need any actual data from their end, without Steam verifying your logon, there's no game.
I would like to pont out that the original CounterStrike 1.6 was run on its own dedicated server browser. Then when it closed down fans made thier own version.

So logically if Steam goes down people will make a fan version just without the store bit. And find a way to bring back VAC if they wanted too.
 

geldonyetich

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*Visions of Steam integrating every game from the underdog library*

Awesome. At least so long as Steam stayed up and running.

Come to think of it, GameTap is already sort of like that. GameTap is also an interesting thing to bring up because they use a proprietary system of virtual drive slaving that protect the games they distribute. Maybe I spoke too soon when I said there was no working copy protection - I haven't heard of them being hijacked.
 

ElArabDeMagnifico

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Well I don't know of many methods, but I do know that you'll need more than just one method to keep a game from being pirated, such as supporting it's community and encouraging purchases (patches, DLC, etc.), or using something like Steam and Stardock (crackable but easier said than done), and hell, if that's good enough you will probably only need a CD Key and not have the need for computer killing SecuROM.
 

Radelaide

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May 15, 2008
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My computer savvy friends have this to say:

"the closest anyone has come to making a decent anti-piracy system is Valve. And even it's not perfect."

then he promptly shut up because he's done his work for the day.

:D

-Rad.
 

franzuu

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Jun 4, 2008
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The goal isn't to make it impossible, it is to make it not worth it. There is very little pirating on the consoles because it is so tedious with the drive flashings and what not. Also you risk bricking your console.
 

Copter400

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Define 'effective'. Even if we start giving pirateers (is that a word?) capital punishment, they'll still do it.

When only two people remain in the world, one will nick the other's wallet.
 

_Serendipity_

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Whilst totally effective copy protection is probably impossible, I agree that Steam is a pretty good example. For one thing, the games are cheap and easy enough to download legitimately.

Also, Valve have repeatadly stated that if they go bust, or Steam explodes, they'll remove the authentication. Why should they bother to prevent piracy of their games if they're shut down?
 

ShawnD

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May 15, 2008
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I voted no. The current approach of crippling the game to prevent piracy seems to be doing the exact opposite of the intended effect. Why buy Bioshock when it has activation limits? Why buy Mass Effect when it phones home all the time? This might make it harder to pirate, but it puts a far greater reward on successfully pirating the game - the game will no longer be crippled.

If you want people to buy your game, give people a reason to buy it. Why is this retail version better than the hack version? Is buying the game easier than pirating it? For a well designed game like WoW, the legal copy works much better. For a poorly designed game like Bioshock, the hack copy works better.

It's really not a hard concept. Make a good product that is better than a hack version, and people will buy it. This won't make piracy disappear, but it will minimize it.
 

goodman528

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Jul 30, 2008
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Have you guys seen videos on youtube of 10 year olds teaching you how to hack a PSP? Or the numerous guides to hacking PS2 - XBox generation of consoles? Or the illegal Counter Strike servers all over the world? (I have a legal copy of CS, so never went on any of these servers, but I know of ppl who do play on it just fine)

It's simply impossible to make unhackable games, a lot of smart people have a lot of spare time on their hands, besides, I would imagine it is quite fun to hack games.

However, it IS possible to minimise piracy. If the company offers decent support and patching, and a good multi-player experience. I bought company of heroes after I played through the single player campaign on an illegal copy, because it was a very good game, and worthy of the £25 for multiplayer. On the other hand, I use cracked exe s or virtual ROMs for every game I don't play online, even if I did buy it, just to avoid of hassle of having to find the disc and put it in the drive, and it speeds up the loading time.

Of course, good SP titles like "Max Payne" or "GTA" are pretty screwed in this piracy thing.
 

PhoenixFlame

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Dec 6, 2007
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Digital download and delivery, and retaining source code somewhere else are probably the only proven effective methods as of now. But the way technology is, it's not possible to totally prevent piracy or make it "impossible". But like others have said, making it ineffective or not worth it, or coming up with a business model that is a viable alternative, can make things work without having the damage done to a company trying to make a buck. iTunes is a great example of this. Yeah, people still download mp3s, but quite a few people use the highly convenient iTunes service to buy stuff, too.

I think software piracy is one of those things that's acknowledged and should be worked around, not against. Resources are better spent elsewhere.
 

Razzle Bathbone

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Sep 12, 2007
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Back in the neolithic age when I played the Ultima games on a Commodore64, piracy of C64 games was rampant. Everyone had a crate full of copied disks.

But the Ultima games didn't have this problem. Why? When you bought a copy, you didn't just get some ones and zeroes on a disk. You also got a cool cloth map, a beautifully illustrated spellbook and manual, and a metal ankh or medallion or other item carried by your character in the game.

These items weren't just code wheels or something, forcing you to use them or be unable to play. Anyone could make photocopies of the map and books. But the experience wasn't nearly as enjoyable.

Make games with physical items that integrate with the gameplay. If they're cool enough, people won't be satisfied with cracked copies of the ones and zeroes.
 

LewsTherin

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The onyl way to truely prevent piracy is to not sell things. You can make it more difficult, but there are those computer genii that use their power for evil.