Excellent article David R, thanks for sharing. The last two pages were especially thought provoking.
I like his closing statement:
Quote: "Reality Check
We may not be able to stop the pirates, but we can have enough of an impact to make pirating a much less attractive option. Given the choice of buying a game or waiting two to three months for a pirated version, a lot of pirates are going to start buying games. Or at least they'll buy their favorite ones."
Piracy will probably never go away, but the first few months of release are the major months for profit for any game company. Why aren't companies putting more thought into better copy/crack protection methods? It seems like a no brainer to me, yet the best thing the industries come up with in a while was Spore's DRM?
The method they used in the Spyro game was genius! And I think they started out on the right foot as well. Instead of saying "We are determined to make our game hack proof" they said "Let's slow these SOB's down so much that they either give up or it takes them past the point were our maximum profits are seen." I think the shining quality of crack protection like this is that it can only be done by a handful of people. They implemented a pretty trough anti-crack/copy system for Spyro, and it's not like anyone can look at it and say "Oh yeah, this is how it's done!" So not only did they slow down the time it took for them to crack it, but they reduced the talent pool.
I think this is the idea game developers should move towards in the future. Sure it costs a little more and takes a little more time (actually, not that much by looking at the cost for Spyro), but the return on profit the first few months will totally undo what it cost you to implement it in the first place.
Improvements to the Spyro anti-crack/copy system?
It sounded to me that they had one checksum for every game they made. Why not use a unique checksum based on every key? The game companies already need to create gamekeys to pass out with the games... why not make the lock AND the key? That way, once one game is cracked, you can't just pass out the crack. The key won't work because it has a different lock. Now, that can probably be bypassed pretty quickly, but in combination with what they did with Spyro, like adding in those check sum checks, it could render the game useless even if they did skip over the copy/crack protection in the beginning (like how they eventually got around Spyro's).
I can see how making a unique lock and key for every game can hinder mass production capabilities. Part of that because yes, it will take some extra time (isn't it worth it though??), but I think part of it is because the manufacturing process is so slow to change. I think the unique key to unique lock idea could be stream lined a lot more if the factory was setup right.
My idea: But what if it can't? Okay, so manufacturing each game with a strictly unique key would take forever right now. Something to do in the meantime? After you buy your game, developers could make them register with them on their website (requiring all personal info), and then download a patch that would essentially be the unique key to the lock. After the key is used on the lock, the program fires off some data to the game company confirming registration with the key. If the company see's the key being used multiple times, it freezes the key. Why would that work? Because the game would check each time it starts up on the auth server for the game to start. You can't play cracked multiplayer games now. It would the same thing, only single player wouldn't work too.
But wouldn't that frustrate people? People would rebel! No, here's why. The auth is treated like subscription music. You just need to authorize your account online once per two weeks (or some time period).
All this in addition to all the pitfalls the Spyro developers put in place and you get one frustrating game to crack IMO.
So, shoot that idea full of holes! I have a few other ideas, but I'd like to hear some feedback on this one first.
Discuss.
"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project:
http://strewnfield.wordpress.com/ (Last updated 06/11/09)