That is the 'given' that Shamus created that I'm saying is wrong.Kstarler said:The problem with your argument is that it doesn't account for the very first point that is made in the article: your pirate can't be a pirate.
His premise is that if they were a pirate, then they'd just go pirate it.
The argument that I'm trying to make is that tying the number of installs a license can have to the hardware makes the traditional piracy of the software far more difficult to distribute.
So you've got a situation where the average pirate can't just get it for free or easily. So the question is whether or not they'll just go buy it for the convenience of not waiting or going through insane hurdles.
It's different here because of the two form authentication. The server (the side pirates don't have direct access to) not only checks the license but also the hardware. If the same license has been installed on two many different pieces of hardware then it gets locked down from the server.The first thing that a pirate group is going to do is crack the executable so that it doesn't phone home, meaning no license authentication on the official side. From there, it's a simple step to trick the executable into thinking it has authenticated (simple is relative here; I couldn't do it without months, if not years, but I'm no programmer). That kind of cracking happens within hours of a release most of the time. If it does take time, then we're talking days, not weeks. As an example, The Sims 4 was cracked to install in and launch from a dummy Origin account without phoning home before the game was even officially released, thanks to leaked copies and the pre-released character creator. So, in order for this form of DRM to be effective against pirates, it has to be applied to a legitimate, un-cracked copy of the game, as pointed out in the article.
The crux of this DRM isn't just being able to authenticate but rather having the expected pair of hardware AND license as well as not having that same license paired with too many other machines.
What I'm saying is that this is different. It requires more information than typical DRM from what I've seen. The traditional license that was pirated is now only half of the full name of the customer and if the first and last name don't match or are paired too frequently then it flags the account.
I understand. I'm generally aware of how it works even if I do not partake of it myself.Note: I would provide a source here, but I take it that I ought not be linking to pirate forums, which I do occasionally view for *ahem* legitimate reasons. No, honestly! Also, I wouldn't want to call attention to anyone that doesn't want the kind of attention that a link would bring.
The outliers are going to be incredibly rare. It's most likely that pirates found this. 8 people clicked on the link and 8 people were suddenly locked out. That's why the article exists. Not because a legitimate customer ran around to 8 machines under different accounts like that article said they had to make to do it.The only people that will be caught by this are outliers that have a legitimate (albeit strange and/or highly unlikely) reason for needing to install the game more than eight times, or people that believe they are buying legitimate copies because they are unaware that the provider is illegitimate. The latter is even less likely than the former in our current digital age, and the former has happened [http://www.escapistmagazine.com/news/view/140227-Battlefield-Hardline-Origin-DRM-Will-Lock-You-Out-For-Upgrading-Too-Many-Times], or this article would not exist.
As for people paying for a pirated copy. I fail to see why preventing that is a problem> That is piracy being stopped.
Hopefully my response explains why I think this hurdle isn't the same as other hurdles. This incorporates additional information that has to be spoofed in some way.Also, as you point out (and I hate this kind of pedantry, because I do understand your point), that hurdle can be jumped, and quite easily, so the exercise is one in futility that increases the cost of producing the game.
One way would be to create a ton of distinct licenses and figure out a way to distribute each distinct license separately. So just a link on the internet won't work that way and it's possible that EA has limited the scope of licenses in a way to make this nearly impossible.
Another way might be some sort of virtual spoofing. But this requires pirates to know how to set up a virtual machine to spoof the same machine. It also requires no more than 7 people to screw up correctly spoofing their machines and also relies on EA not having countermeasures in place for the same machine logging in at the same time from very different locations. I'm work at a professional level in virtualization and while it's easy to spoof something like a MAC address, if EA is tying it to the serial number of a hard drive then I don't know of any easy way to spoof that because there's currently no reason to do so. I'm sure it's possible but this would require all pirates to create their own VMs and use whatever technique they can to spoof traditionally not-spoofed hardware. And, as I said, you get 7 knuckleheads who just try to install that link on their base machine and it ruins the game for all the other pirates that did it right.
In all honesty, this is a really simple but brilliant method to identify the consumers. It borrows heavily from two-factor authentication practices in modern security that makes hacking accounts nearly impossible without having access to two major things (for example, the person's cell phone and their email password if you're trying to get into gmail from an unregistered location when the user has two-factor authentication turned on). It's why the blizzard authenticator is so successful at preventing account hacking.
That's all assuming that this is working the way I think it is. If so, pirates are kinda screwed for awhile. If not, then I'm eager to learn why.
I'll also point out that in other DRM cases, the main goal is to provide a hurdle big enough to give them a few weeks of pirate free sales because people (and pirates are people too) will pay for convenience of having games sooner or easier. That's not a bad idea either if it generates a large enough increase in sales. It's the same reason why a bunch of companies aren't releasing the computer version of a game until a year after the console sale. It's not like porting to computers from an x86 environment isn't simple. They're doing that for a reason and this is why.
You just said you were fine with games that require you to enter a registration key or set up an account. This is just DRM too. Easy to crack.But, all of this is academic, because I really just dislike DRM to the point where I will not support publishers and developers that support the practice. I'm sure I could come up with more logical reasons why I don't want it, but the bottom line is always that I don't want it.
Why would you have a problem with DRM that only impacts mass distribution. Why do you think that scenario is unethical if they really managed to avoid impacting paying customers?
We've had a lot of anti-DRM propaganda thrown our way. So I understand unwavering anti-DRM sentiment in nearly all cases.
But if it only harms pirates then why do you care? I have only three criteria for DRM:
1. Doesn't impact the real consumers.
2. Does harm piracy (whether it does so particularly well doesn't matter as long as 1 and 3 are met).
3. Doesn't harm the game itself.