The problem here is that most online games are relatively pirate-proof already (certainly nowhere near 100%, but nothing is), so it's the single-player experience that needs to be protected. It's why they've got these online-activation and always-online DRM things. If you take your game online and connect to a server, it's relatively easy to check whether you're using a cracked game.Flour said:Online section closed off with an activation code and release new/unique weapons or items through that. Then give every weapon/item it's own ID number based on CD-key/digital signature and ban the items(accounts/computers) that appear on torrent sites.Hurr Durr Derp said:Le sigh. You just can't win with DRM. It's either a waste of money, an insult to customers, or both. Someone smarter than me needs to come up with something that works without sucking.
It's not a perfect system but it should discourage a lot of casual uploaders and in a way the activations(tracked by the digital signature) could prevent that someone whose account got hacked gets banned.
The people that need to download their activation could also potentially download the new items that way. Again, it's not perfect but the downloaded activation could also include a once-a-month system notice that there might be new items available for download(maybe include a key code to start the download?), with the last free item also disabling that message.
While the people that wouldn't pay for the game could still get the items and game, it's a relatively non-invasive and somewhat user friendly approach to DRM. A bit like steam, but that's a good thing when the bonus content is optional and updates aren't forced.(two things I hate about steam get fixed this way)
If you have a singleplayer game you have to force people to go online which is nonsense, but if you don't do that there's no way to tell if they're running a cracked game.
It's a lose-lose situation for the developers, and the only smart thing they can do is try not to rip off the paying customers too much in their attempts to stop the pirates. Which is, of course, why Ubisoft's DRM is almost universally hated. If you ask me then the best DRM is no DRM, not only because it makes things easier for both the customers and the developers (and the pirates, unfortunately) since it saves time and money not having to license and implement the DRM, but it has been proven in the past that even games without DRM can still do well financially. One of the best examples of that has been Galactic Civilizations 2. That game had no DRM and links to torrents of the game were publicly spread (by <url=http://en.wikipedia.org/wiki/Starforce#Controversy>Starforce, no less), and it still did well enough to gather a huge community and spawn two major expansions.
I don't try to disagree with what DRM tries to do (stopping people from playing the game without paying for it), but pretty much all ways of doing it are bad news for both the consumer and the publisher, either directly or indirectly.