Banging the DRM
The history of anti-piracy.
"As the majority of hobbyists must be aware, most of you steal your software. Hardware must be paid for, but software is something to share. Who cares if the people who worked on it get paid? Is this fair?" That's Bill Gates, ranting about software piracy. He wasn't complaining about the proliferation of dodgy copies of Windows 7 flying about in the torrentsphere, however.
No, this is from an open letter written in 1976, back when Microsoft was still Micro-Soft, directed at anyone using a stolen copy of Altair BASIC. The fact that Altair BASIC came on a reel of analogue paper tape clearly illustrates that the entire history of commercial software can be seen as an ongoing technological war between those selling the code and those determined to take it for free.
Today it's Ubisoft in the firing line, its decision to force players to remain online at all times in order to validate their software attracting criticism and anger, especially when server problems have prevented gamers from even loading legitimately owned software.
Prior to that, it was EA getting gamers' knickers in a twist with its use of SecuROM, which placed strict limits on titles such as Spore, originally requiring online verification every 10 days and only allowing the game to be installed three times. Somewhat inevitably, the draconian restrictions had little impact on the pirate community. Spore was cracked and released online days before it went on sale, and became the most widely copied game of 2008. Once again, the only people inconvenienced by the DRM were the people who had paid for their game.

Micro-Soft's Altair BASIC on punch-hole paper tape. OMG WAREZ.
Things weren't so elaborate back in 1980, but even the earliest floppy discs for computers like the Apple II used software copy protection based on how disc sectors were written. This rudimentary system was immediately attacked by programs such as Locksmith, the first "nibble" copier, which chugged through data half a byte at a time.
For most gamers, certainly in the UK, copy protection first became noticeable in 1984 with the release of the Spectrum classic, Jet Set Willy. Like other early home computers, the ZX Spectrum was an open invitation to pirates thanks to its simplistic storage media - anyone with a double tape deck could insert a blank tape, hit play and record and run off a copy of a game for their mates.
With the sequential nature of the tapes precluding any sector-reading solutions to the problem, publishers had to innovate, coming up with obstacles that made copied versions of the game more hassle than they were worth.
For Jet Set Willy, this came in the form of a coloured grid on the inlay card. To load the game, players had to correctly enter the requested colour from a randomly generated grid reference. With domestic scanners still a fanciful pipedream, and colour photocopiers something of a rarity, unless you had time on your hands and a big stack of felt tip pens this simple coloured sheet created a daunting roadblock for anyone after a hooky copy of Miner Willy's second adventure.
1984 also saw the development of Speedlock, one of many bespoke loading schemes which allowed the computer to load data recorded at high speed. These turbo-loaders not only reduced the ponderous loading times associated with tape releases, but also made it difficult for domestic tape-to-tape stereos to accurately copy the contents. Unfortunately, cramming data down the wire at such a high speed could also make the Speccy's loading more temperamental than usual, even for those who had bought the game. Not for the last time, an answer to piracy had the potential to cause more problems than it solved.
It's fitting, therefore, that it was the Spectrum which played host to the first copy protection system to really anger and inconvenience gamers - the dreaded Lenslok. Making its debut in 1985, on the Spectrum version of Elite, Lenslok consisted of a plastic lens in a foldaway frame. Games using the system would display a garbled code on the screen, and only by viewing it through the lens could you find out what you had to type in to begin playing.

The ill-fated Lenslok. Gamers of a certain age may experience unpleasant flashbacks while viewing this image.
Even if it had worked, that was just enough hassle to be irritating. The fact that it often didn't work simply made it infuriating. Hopelessly compromised by the technology of the time, Lenslok had no way of retaining its settings and so had to be recalibrated each time to suit the size of the TV screen. The initial instructions made this process a baffling chore, and those with screens too large or too small for the software to handle had no way of getting past this crude digital barrier. Some lenses simply didn't work with the software they came with.
"So far I have been unable to get past the security screens," ranted one M. Briody in the pages of Sinclair User in March 1986, when his copy of Elite refused to let him in. "This is very annoying and frustrating, especially after having read all the rave reviews. I am sure there must be hundreds, if not thousands, of frustrated computer owners who will certainly think twice before buying a Lenslocked game again."
While problems with Lenslok were undoubtedly exaggerated, it was a cumbersome process even when it worked, and the bad reputation gained from its wonky implementation lingered. Needless to say, Lenslok died a swift and unmourned death, having been used on only 11 releases.
Meanwhile, publishers on disc-based home computer formats had been experimenting with the same concepts that Jet Set Willy had pioneered, requiring players to validate their game by using something only included in a commercially purchased package. Supplying a word or phrase found on a specified page of the manual was a common ploy, though one that posed little barrier to anyone with a stack of A4 and a photocopier.
LucasArts tried to find ways around this by printing code sheets on dark paper, as with Maniac Mansion, or in ink that could only be seen through a special red filter. The Secret of Monkey Island came with a code wheel, made up of two interlocking circles that combined to form different pirate faces. This meant that anyone with a home copied version would at least have to invest in some scissors and a split pin to enjoy their dodgy copy. Increasingly for PC, Amiga and ST owners in the 1990s, evading copy protection meant using more craft materials than Blue Peter.
This was a time when computer games came in enormous shelf-hogging cardboard boxes, large enough to house a family of otters, and with only a few floppy discs and a manual rattling around inside, some publishers used the available space for collectible trinkets that doubled as anti-piracy measures.
Quite apart from the allure of owning pretend books, crystals and maps from the latest adventure game, these items could be used to catch pirated players out. Zork Zero, for example, boasted a calendar, blueprint and parchment. Information contained within was essential to completing a pivotal puzzle, with the game directing players to their game packaging for the solution. Those who were unable to comply were greeted with the pirate-baiting message, "Good luck, Blackbeard."

Robocop 3 with its infamous dongle. Come quietly or there will be...no trouble at all, actually.
Such metatextual measures were less intrusive than the crude manual shuffling of other titles, but they were still easily beaten by a resourceful and determined copy-monkey, and also required a lot of fussing about for legitimate players. Finding non-software ways to defeat the pirates without hassling the player led Ocean, a company that had pioneered the use of speedloaders in the Spectrum era, to experiment with a famously unusual solution in 1992.
Released for the Amiga and Atari ST, Robocop 3 was already an oddball game, its early 3D polygon design marking a distinct change from the sprite-based side-scrollers that the licence-hungry Ocean specialised in. Making it even more notable was the addition of a plastic dongle, which sat in the primary joystick port. If the dongle wasn't present, the game refused to load.
In theory, it was a great idea and Ocean made a lot of pre-release noise about its effectiveness. Naturally, the pirates took the challenge and had a cracked dongle-free version available before the official street date. To make matters worse, the game came out shortly before Commodore released the Amiga 600, which shuffled the design of the Amiga 500 around so that the joystick ports were next to the floppy drive. The innuendo-laden result: Robocop's dongle didn't fit.
Posting on The Ocean Experience message boards in 2005, Ocean head honcho Gary Bracey explained that the aim wasn't to eradicate professional piracy, but to stem the tide of amateur pirates in those vital early weeks on sale.
"The largest sales of any title (back then) occurred within the first week of release", he posted. "Not everyone who had an Amiga had programming skills and we were attempting to deter casual copying at this level. Our hope was to delay the proliferation of copied disks for a short amount of time in order to maximise sales. The measure certainly prevented the casual, non-programmer copier from just duplicating disc-to-disc, but I agree it didn't take long for the 'professional' pirates to copy and distribute the game."
In that regard, at least, the dongle was a success - though few remember it that way, and its reputation as a grand anti-piracy folly endures to this day. "The extent to which it worked is debatable," Bracey continued. "But at least we tried. In the history of my career at Ocean, Robocop 3 and the dongle were a pretty minor issue and it puzzles me why people seem to attach so much significance to it. It really wasn't that important."
Even with the hackers and crackers, this was still mostly the sort of domestic piracy that only required a disc burner and some programming knowledge to pull off. Most Amiga games could still be copied by a home user with widely available public domain programs like XCopy, and at worst they'd come up against something like Rob Northen's Copylock, which used a disparity in the read/write capabilities of the floppy drives to create data that could be easily read, but difficult to write to a new disc. Since this was the golden age of the demoscene, there was always some willing hacking crew prepared to break the code and insert their own boastful scrolling message at the start of the game.
Where cheap media such as discs and tapes were concerned, piracy was theoretically within the means of most domestic users. For consoles, piracy was a very different kettle of peg-legged fish. Reproducing knock-off cartridges required, at the very least, rudimentary manufacturing facilities and a steady supply of blank microchips and other components.

The Dreamcast's GD-Rom offered double the storage of a CD and tissue-thin defences against piracy.
Even so, from the NES onwards the Far East was awash in counterfeit carts, often on sale in mainstream shops. Companies such as Spica even produced clones of the NES hardware, and in 1991 Nintendo asked for US assistance in stemming the tide of illegal cartridges pouting out of Taiwan, with many of the components supplied by United Microelectronics Corporation, which was formed and co-owned by the Taiwanese government.
With such rampant piracy, it was strange that Nintendo so doggedly stuck with the expensive and cumbersome cartridge format for the Nintendo 64. Instead it was Sony and SEGA that took the plunge with disc-based consoles, and the associated piracy issues that come with easily writable media. Whereas early computers had to rely on software solutions for their anti-piracy, the unified design of a games console meant that such measures could be built into the hardware.
Legitimate PlayStation CDs, for example, wrote to disc sectors that domestic CD-R burners couldn't access. The fledgling trade in modchips gave gamers a way around the problem, at the cost of their console warranty, while some games could be made to work by propping open the console's lid and loading the first authenticated track of a legitimate disc before swapping to the pirate disc.
It was the SEGA Dreamcast that arguably suffered the most. Already on the ropes after the failure of its predecessor, the Saturn, and the announcement of the PlayStation 2 taking the wind out of its sales headstart, the fact that its proprietary GD-ROM media was easily beaten meant that the entire Dreamcast library was open to anyone with some blank CDs, a copied boot disc and reactions fast enough to swap them around at the right moment.
SEGA's own technology even helped the pirates, with 2001's official Dreamcast Broadband Adapter allowing people to hook the console up to a PC as an external drive and simply drag the data off the disc, ready for burning.
As internet use became the norm, the online world offered another front for the anti-piracy battle. The idea of using product key codes to authenticate a disc was nothing new, but previously it had to rely on algorithms and codes already present in the software - easy pickings for hackers. The arrival of widespread internet access made digital authorisation possible, and companies like Blizzard were quick to take advantage.
Diablo 2 and StarCraft both required online authentication, and as more and more PC gamers were choosing to play online as well, the threat of avoiding online access for the sake of a copy became less attractive. Even then, the system was easily snipped out by hackers, leaving legitimate players to worry about losing product keys. That's if you were lucky. PC copies of Splinter Cell: Pandora Tomorrow were famously shipped to Australia without any product keys, rendering the discs useless.

Completing Zork Zero was impossible for gamers who lost this unassuming doodle.
Which brings us to today, and the always-online digital wonderland where games can be downloaded in hours, whether legitimate or not, and companies try to cajole us into paying for our gaming, whether with the dangling carrot of online community and downloadable extras for legit players, or the bludgeoning stick of constant authentication.
Looking back, it's rather depressing to see how little has changed in the relationship between publishers and pirates. Games keep coming up with different technological barriers to copying, and the pirates keep slipping around them with apparent ease. Stuck in the middle, as always, are the honest consumers jumping through hoops just to prove they've paid their dues.
It seems unlikely that Ubisoft's current system will fare differently, or that it will be the final salvo in a battle that will rage for as long as gaming exists. Still, look on the bright side - at least we don't have to squint through broken plastic lenses just to start the game these days.
On the other hand, maybe we shouldn't give them ideas.
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Comments (91) Latest comment 2 years ago
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Coincidence? I think not...
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A bit poorly worded surely?
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"Enter the first word on line 5 page 5 of the game's manual"
A crude method of DRM of course, and one that was swiftly killed off by the interwebz.
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Considering that legitimate gamers had to put up with 20 years or so of protections and now DRM is just an extension of those.
Excellent article that just sum up the ongoing battle throughout the years and arriving at today, so what next EG? DF comparasion of various DRM protections and how much of hassle/free they are?!
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DRM will die, once services like Onlive or Gaikai actually work... *cough*
That's basically true, as long as the software lives on your PC or Console any DRM can be beaten with a decompiler and enough effort. The only way DRM can truly work is if it you don't have access to the software at which time DRM becomes irrelevant.
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I also love how some people apparently feel so busted that they feel a need to downvote this. Thirty of them at the moment, and that's not counting the ones that were neutralised by the upvotes. Keep going guys. Keep lying to yourselves and say that it's a matter of principle instead of a matter of you being a thief.
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Still I'd take that useless copy protection over praying my connection doesn't crap out or someones servers everytime I play a game do anyday of the week.
One wonders why they bother really, all forms of DRM/copy protection are hacked (even Ubiscums) so why bother paying companies for the rubbish in the first place. I know some say they have to do something but if it's gonna get hacked anyway why not just go DRM free and not deal with the flack, technical issues and lost sales of hassling legitimate customers?
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TBH I see why Ubisoft is doing, what they are doing. And noticing, that neither Assassins Creed nor Settlers 7 has been cracked... One thing though would be nice to know. Did they actually SELL MORE units? Or just "as usual"? As I doubt (like with the whole mp3 area), that every pirate is a lost sold unit. Simply not true - I hope! Give us the numbers Ubisoft!
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Still not giving them a penny until they sort their act out, I could buy it then crack it and not worry about the stupid DRM but I won't.
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Lenslok never bothered me because I have fucked up eyes anyway. My pirated copy of JSW was fine and I had no problem with all the search-the-manual schemes because the manuals were usually brilliant and I read them cover to cover anyway.
That Operation Flashpoint scheme that Codies introduced was pure evil though. It's one thing to screw over the paying customer, quite another to mislead them into thinking they are to blame.
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Just a couple of minor oversights. With Dreamcast games, only the first handful of cracked games needed the bootdisc (and you didn't need to swap the discs quickly). Self-booting Dreamcast games arrived after a mere few weeks, meaning games would run without the need for a bootdisc. This was even retroactively applied to older games. This was quite significant - you didn't have to ask your mates if they knew anyone who could 'chip' your console, the games just ran. The fact that it was actually quite hard to copy games yourself (requiring either a broadband adaptor as you say, or a serial cable, and some further cracking) really underlined the fact that self-copying was no longer important because it was so easy to obtain Dreamcast games on the internet. This seems to be in contrast with previous generations where people just copied games that their mates had.
Also, I'm surprised you overlooked the cartridge backup systems such as the Super Wild Card for the Snes or the Doctor V64 for the N64. This simply involved putting the ROM onto floppy disc (in the case of the Snes) of CDR (N64), or loading via parallel cable, and was far more widespread than counterfeit cartridges.
Nevertheless, 'twas good!
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I remember all of those methods of copy protection.
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]http://en.wikipedia. org/wiki/Don't_Copy_...[/link]
Happy days
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Yeah I see what you mean. I personally don't want to go the Gaikai/Onlive route if I can avoid it, I like my hardware and I doubt Microsoft, Nintendo, Sony, Intel, AMD/ATI or nVidia want us to go that way either, they'll lose out too much on hardware sales.
TBH I see why Ubisoft is doing, what they are doing. And noticing, that neither Assassins Creed nor Settlers 7 has been cracked...
Ahh, but Assassin's Creed II has been cracked according to a number of sources (anecdotal of course) I don't know about Settlers 7 but it's more of a niche game so I wouldn't be surprised if it hasn't been cracked properly. Either way if you can generate a key then you can play either game "legitimately".
One thing though would be nice to know. Did they actually SELL MORE units? Or just "as usual"? As I doubt (like with the whole mp3 area), that every pirate is a lost sold unit. Simply not true - I hope! Give us the numbers Ubisoft!
Putting my own feelings about this aside, that's the real question: does this DRM "work" better than previous ones, do they sell more copies to would-prefer-to-be-pirates or has it resulted in fewer sales because it doesn't suit other potential customers for whatever reason? I'd love to see the numbers too. If the sales to would-be-pirates outweigh the lost sales to other potential customers then they'd be mad to not continue with this tactic. It would annoy me but they're a company, they have to be driven by the bottom line here.
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You could still play it on a pirate server but its not very common.
In the future all games will have to have online logons to work.
Starcraft 2 i'm looking at you.
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Thing was, that back then we are nostalgic as in a way. Piracy killed systems like home taping killed music. Everything was at home and amateur as hell. Someone always bought a copy of the game first before it hit the copy circuit of your friends and piracy was extremely localised. Now when everything is instant, its more like a direct copy (Not stealing for the inevitable dolts who show up) that one person bribed their mate who works in an Indie to break street and sell to them they can be the 1337 haxor and get the Kudos from the scene when they uploaded. The love of the medium is gone out of it (That and no Thatcher making everyone miserable and only being able to afford blank tapes).
Paradox intros are always delish though. They still were releasing till the end of the PSOne y'know.
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When you were 10 it was the be all and end all to getting your mits on the latest games mainly because you didnt have the money back in those days to pay. But these days its just too much hassle.
I think the last modded console i had was the PS2 and i had that modded so i could play the imported Winning Eleven series. I could also play copied games too, but you know it soon wares off and you end up with a load of scruffy discs. i think being able to play demos is the key to anti piracy.
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I don't know how many times I've read a comment by someone blaming Sony for "killing the Dreamcast" with the release of the Playstation. Seems to me that SEGA killed the Dreamcast all by themselves with some poor decisions.
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Current consoles are relatively piracy free (I don't mean in the tech, I mean in the number of people using ripped games). It is the PC platform that is still suffering.
As piracy on the last gen of consoles was pretty widespread, it wasn't so much of a factor for publishers. Now that consoles offer a much more secure platform, we are seeing more publishers looking twice at their PC game arms.
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And no more owning your games, no more mods, no more bargain prices, no more digging a game out the cupboard to play 20 years later. Not even any more trainers for cheats.
No thanks.
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I think that if the options are between the version of games you describe, and no games at all, I'd kind of like to at least have the choice.
And if piracy ends up turning gaming into the form you describe, who are we to blame for that?
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"I still think DRM these days isn't about preventing piracy, it's about preventing customers from using their right to resell and format shift."
Well at the end of the day, its about profit. Nothing wrong with that either. And all profit generation is connected. If piracy eats into your profits, perhaps you become more interested in reducing the effect the resale market has on those same profits.
"Also, customers are less likely to become nuisances if you can remove all their games at any time for no reason and they can't do anything about it."
That bit is just paranoid nonsense. Customers can always "do something about it" by not buying anything you make ever again, and publishers know that.
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What some publishers fail to appreciate is that I'm not willing to pay good money in order to be beaten with a stick.
Puslishers that are awesome and say: "hey, mr gamer, we appreciate the money you're spending on our product, let us make sure your experience is as good as possible so that you want to come back for more" are the ones that will get my gaming money time and time again.
Only when Ubisoft, and their ilk see their sales continue to fall, while other publishers see strong sales, will they realise the folly of their crusade.
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It's interesting to remember the amount of depth there is to the history of game piracy.
With the exception of Anno 1404 (acting as my deterrence policy to Ubisoft and other publishers), I fully support the industry by buying all my games original (99% of which are new and sealed).
I am also privileged to have a rather large influence-ring of people. Something which contributes to a small but significant (per capita basis) cash contribution to the industry.
The thing is, I want everyone, and especially my favourite people in the industry, whether that's Rob Fahey (as a journalist) or Chris Taylor (as a designer) to be rewarded with success.
I am willing to help the developer and publishers cause by contributing through the promotion of goodwill in public forums; through paying up for products that I don't always end up playing; and through advocating legitimate gaming to non-gamers and other media alike.
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um, yeah.
MS banned 1/2 mil consoles due to hacked DVD drives (latest chipset cracked now I believe) and the Wii? Easiest console to hack, probably ever. EDIT: + PSP, + DS
Piracy is rampant...rampant. PS3 just about holding out, god love it.
These companies make a fortune though. They have to accept that some of their business will inevitably be lost to piracy.
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With nearly 40m 360s sold, half a mil isn't that much.
And how easy the Wii is to hack isn't the point, the point is how many people are actually doing so. Given the typical userbase of the Wii, I would expect very few.
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"Well at the end of the day, its about profit. Nothing wrong with that either."
Looks like we disagree on this. I don't like it when DRM removes rights I legally have. I'm sure it's about profits, though.
"That bit is just paranoid nonsense."
Well, Steam has a habit of shutting accounts down when the owner travels with a laptop. He then gets to beg them to reinstate that, which they don't have to do if they don't feel like it. Not particularly fun to be accused of being a pirate every time you make a business trip. As a bonus, you get to fax them your ID too.
My biggest problem really is the attitude. It seems DRM systems always treat me as a criminal who doesn't have any rights. (Reading the Steam EULA is morbidly fascinating.)
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Current consoles are relatively piracy free (I don't mean in the tech, I mean in the number of people using ripped games). It is the PC platform that is still suffering.
I dunno about that.
[link url=http://www.edge-online.com/news/2009%E2%80%99s- most-pirated-games
]http://ww w.edge-online.com/news/2009%E2%...[/link]
"The PC version of Activision’s shooter was illegally downloaded 4.1 million times and the Xbox 360 edition on 970,000 occasions".
Almost a million pirated Xbox 360 copies going by the torrents alone, who knows how many more copies were made from other sources. Sure the PC version was more readily pirated but based on that I wouldn't say it was "relatively piracy free".
"Other titles to suffer from high piracy rates in 2009 included The Sims 3 (PC – 3.2 million unauthorised downloads), Prototype (PC/Xbox 360 – 3.16 million) and Street Fighter IV (PC/Xbox 360 – 2.69 million). New Super Mario Bros. Wii was the most pirated Wii title with 1.15 million illegal downloads."
You know, I really should do some work.
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Now this brings back memories of my Commodore 64 with the cassette drive.
During my time at university I got into the scene myself and met some members of the best groups out there.
From back then I know that those guys are brilliant and they do it for fun / competition. The industry simply has no chance going against this combination.
They should rather concentrate on their customers and make buying a pleasure again.
I followed the people that made the AC2 server emulator and from their posts it seems they are some kids in university somewhere in Eastern Europe. The main guy started the project because his internet connection at home sucks and he bought AC2.
Even worse he plans to buy Splinter Cell as well Ubi
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I recall it was mainly 4 blocks. Some of them were filled out and corresponded to a number or character.
Perfect to use the paper we had to use in math in school.
Hey we had time as kids to do that!
The idea itself was pretty clever since the photo-copy machines couldn't copy the black ink on dark red paper.
You ended up with a black paper.
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Now my mate has a chipped Xbox and he always offers to chip mine but I politely refuse. On a practical level I find it's nice to get a game and look after it, spend some time with it - there are a hell of a lot of games I've come to love that I probably would have quit if there had been loads of other games stacked up ready to play. I also find that back in the day everything had short one player campaigns where as now online games can give you months and years of entertainment so you're not hanging out for a new game every week.
And without getting on my high horse, if everyone pirated then there would be no games - simple as that. Everyone that's paying for stuff is subsiding pirates' life - if you're ten I'll give you a bye, but if you're not then fuck off, get a job and stop expecting every other person to indirectly fund your habits.
@fightman9t - you're an absolute stroker. Congrats mate. Some people are not stupid, they just think what's right is right.
PS. That was a pretty good analogy. Your main games are like a girlfriend, you have a deep rewarding relationship. Then you can go on Xbox live and have dirty sordid quickies with Geo Wars and Final Fight. They're shallow and unrewarding over time, but sometimes you just want a quick grapple and to shoot and be done.
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There were some very interesting old investigations involved making it.
But i also liked how objectively the article was written.
Showing that the battle hasn't really changed at all which is wonderful.
The article should be send to every damn publisher in the PC Gaming industry just to give them a hint.
Also if the publishers are leaving pc gaming new guys will arrive, maybe its not the type of guys you like but pc gaming is definately not dying thats for sure. We are on a brick of revolution i think it can only get better from here.
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Sorry Kanga, but that's nonsense. Sounds like the music companies that come out with "if this carries on no one will make music anymore!" despite music still being around. Games have been pirated for as long as they've been around, and will continue to be pirated. Giving up your rights to owning games and doing as you wish with them, and allowing publishers to gouge us on prices, is not an acceptable alternative.
It's the kind of thing Activison would love. No buying the next CoD for £20 at Sainsbury's on launch day, you're paying £50 and that's that.
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To clarify, I don't mean there is nothing wrong with stopping you reselling your game. I meant that generally there is nothing wrong with a company making profit (a surprising number of people seem to think making profit is evil and all game publishers should be charities).
"Well, Steam has a habit of shutting accounts down when the owner travels with a laptop. He then gets to beg them to reinstate that, which they don't have to do if they don't feel like it."
My point is, taking your example to hand, Valve won't be shutting down the account to keep the user "in line". They will have a proper business reason for doing so. We might not agree with that reason, but I was referring specifically to the suggestion that publishers want to keep gamers fearful and on edge to stop them complaining.
@sneetch
I'm not saying piracy on console doesn't exist, and I did make a specific point in my post that when I say piracy is low I mean the practice is low (as opposed to it being technically challenging to pirate games on consoles).
A particularly hardcore game with a hardcore audience is going to suffer higher piracy rates. To suggest that all 360 games suffer a 1 in 40 piracy rate (based on nearly 1mil copies in your link compared to 40m 360s sold) is risky, given the suggestion is based on a single relatively hardcore title.
I don't want to get into a "yes it is, no it isn't" debate on this one, as we probably agree by degrees. I was simply responding to a poster that asked how big an issue piracy is on console. My answer, which I stick by, is "compared to current PC and to last gen console platform, not that big an issue".
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Oh gods, Lenslok...how I fucking hated you. Cheers, Dan, you've just dragged up some truly rage-filled memories...
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Back in the day we used to get these well produced phone-books called "manuals", as well as useful stuff like keyboard overlays, well printed maps and occasionally a key-chain or poster in the box too. No such thing as special editions back then, everything was packaged in such a way as to say "thank you" to the customer.
I suppose the closest we get these days is Project 10 Dollar but that feels insincere at best.
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"To clarify, I don't mean there is nothing wrong with stopping you reselling your game. I meant that generally there is nothing wrong with a company making profit."
I agree. It's an interesting situation, really. DRM is made to add profit, but at the same time, it lowers the value of the game from the customer's point of view. I actually feel a bit sorry for the people who made Settlers 7. The game seems really fun, but the DRM is so horrible it eclipses everything else. It seems to come up every time someone mentions the game. For me, it's also the only reason why I won't buy the game. It's all a bit stupid.
"My point is, taking your example to hand, Valve won't be shutting down the account to keep the user "in line". They will have a proper business reason for doing so. We might not agree with that reason, but I was referring specifically to the suggestion that publishers want to keep gamers fearful and on edge to stop them complaining. "
As Valve is now, I don't think they would shut me down for complaining either. However, building a game library is a long term hobby, so if I buy (license?) a game from them today, I'd also have to trust that they don't change as long as the game has value for me. That's an awfully tall order in a market where the big players have a tendency to buy the smaller ones. Also, companies themselves evolve over time and when times are tough, views tend to harden. I honestly can't trust them to be the same Valve 10 years from now.
Also, I'm sure Valve would have a proper business reason if they'd shut off my account. However, there are plenty of perfectly legal things I could do that Valve could consider bad for their business. In those cases I should be able to fight them in court, but if the current EULA is legally binding (I don't think software EULAs have been legally tested), I couldn't do anything.
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Digital distribution (licit) will not only damage the retail stores, but also will have the total control over the software installed in the next gen of consoles.
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I'm certainly not saying remove copy protection, far from it. Just scale things back to the very simple CD check we had years ago, as so those genuine buyers don't get hurt by horrible DRM licenses or copy protection. This will concurrently still stop your wife from pirating The Sims.
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I would have liked, however, some analysis about DRM in the period between Battle.net and Ubisoft's shitty DRM. Feels like we are missing something in the middle, although most people here remember that era anyway.
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kangarootoo has mentioned a few times the link between drm and profit which is I think very salient. As a consumer, we obviously don't care about company's making profits, we care about service. And this is where DRM is breaking down, the focus is purely on the company's need and is not adequately taking account of consumer need. I agree with TheRealBadabing that the key to successful DRM is making the consumer feel they are getting value for money via the mechanism of DRM. The UbiSoft case though is extraordinary in the extent that it reverses that - the DRM mechanism there gives you less value for money - you cannot play it away from the Internet etc etc, you are exceptionally constrained by the mode of DRM
A further irony to the UbiSoft example is how consumers who do not have an internet account are ostracised on the basis of the threat of piracy from those that do have an internet connection: i.e. If you don't have an Internet connection you can't get the Torrent ... but ... you can't play the game either!
I hope those that read through the article and were previously of the opinion that "this is the way things are", "we have to live with the smelly DRM to stop the bad people" do now realise that modes have DRM are constantly being tried out and discarded and when one comes along that is so anti-consumer as the current UbiSoft one is, rejecting it is not being pro-piracy. It is simply drawing a line beyond which a company's own interests trespass on the interest of the consumer or gamer
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Lol
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What he failed to mention, since he never got that far, was that about 9/10ths into the game there was a HUGE puzzle that could only be solved using the three-part spinwheel included in the boxed copy.
Being 11 at the time, and having more time than sense, I actually built my own spinwheel through trial and error (the game would tell you how many of the signs you had gotten right). I think it took me longer than the rest of the game put together, but eventually I had built a complete spinwheel from scratch... and it worked!
I can't even remember the rest of the game except for something about a marketplace in Jerusalem and the lady in the lake (and that I quite enjoyed the game), but I will always be proud of that home-made spinwheel.
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Perhaps the old ways of DRM are still the best? If every game came with a PSN, Live or straight up phone\txt activated unlock code (like for the free DLC) that you ONLY get with new games it would solve the problem. It would also destroy the 2nd hand market and probably hurt the industry, but hey
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Someone earlier pointed out the ommision of the backup device era for the snes/megadrive. To be honest, after the initial outlay that was by far the most convenient and easiest method of piracy ever.. Your local video rental store + a Super MagicDrive allowed endless fun.
For anyone interested this site is a good place to look for the history of backup devices.
http://www.rob webb.clara.co.uk/backup/
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Back in the day, before I had disposable income, most of my games were pirated. However, those never really got played much and were collected as much for cock-waving as anything else, and certainly would never have been bought in the first instance. I appreciate it doesn`t make it legal, but no-one incurred any real-world losses. The games that I felt were really worth getting in terms of their quality, and by extension their value, I bought.
Now I have disposable income all my games are bought as my groaning shelves will attest. Do I feel hard done by because I could get these games for free and instead have paid for them? Not at all, that's my choice. I buy what I feel is worth buying. But that's the point that game publishers seem to have forgotten, you should be getting people to buy your product because they choose to, because they perceive worth in it, not because they have been forced in to it.
Even a relatively simple thing like a decent manual seems generally too much to ask for these days.
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Every gamer would like to play games for free. Having fun for free is the best. It has been like that since games were invented.
Requiring internet to play is going to happen with more and more games (Starcraft 2 and Diablo 3). Pretty soon boxed copies of games are going to have to be marked with a specific 'Online Needed' notification on the front of the box.
PC gaming will never die, however. It will adapt and already has (with facebook apps).
"Fun" thing about MS banning (or bricking) XBox360 consoles. They only banned the consoles but not the accounts. And it was just in time for Modern Warfare 2. So if you bought a new console you could under most circumstances still use your account.
The simple most anti-piracy methods are the most effective ones - and one of those is the fabled serial key. Too few games use that nowadays. I wonder if they'll ever start implementing somekind of a fun type of DRM, something which becomes a part of the game itself.
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@monkie_king - correct, the C64 disk version of Leaderboard had a dongle for protection. However it merely duplicated pressing play on the datasette, so you could get around it by attaching your tape deck and doing that while playing a dodgy copy off the floppy...
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You sir are just a scrouncher and a bum, I could use stronger words but not necessary really. As your 'beloved' gaming hobby is funded by us honest gamers and without us, there would be nothing left for you to play with. So you insults the people who are enabling you to play, without us.... You have nothing.
In a fanastical analogy, should all Man U supporters decides not to watch live matches and neither subscribes to any of pay per view and only watch pirated live matches. Man U would not be able to field a strong team and would just disappear fast down the leagues.
So think of how many AAA games that would dwindles to flash based freebies if there were more than just a few of fightmanst shufflings around?!
Laugh all you want, insults us if that turns you on, I ll just be content knowing there are far more real gamers around to fill your void.
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Consoles pirated through software:
DS, Wii, PSP
Hardware fiddling piracy:
Xbox 360
Winner:
PS3
Sales?
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Thing is - because i didnt pay for any of the games, i downloaded loads and didnt really play any. When you spend 20/30 quid on a game you are far more likely to invest time in it.
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"And this is where DRM is breaking down, the focus is purely on the company's need and is not adequately taking account of consumer need"
A good point. And this is what I think EA's ten dollar move is trying to address. We might not the way it affects the resale value of our games, but as a first hand purchaser it makes the experience better than a raft of other DRM alternatives (not better than no DRM of course, but we have to be realistic I think).
ME2' Cerberus network stuff worked just fine for me. I even quite liked seeing new free DLC popping up sometimes when I booted the game. That I won't get so much should I eventually trade it in was far from my mind as I played the actual game.
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I totally remember friends and I getting the felt tips out and copying out that grid and making tape to tape copies and handing them out in the playground in morning break..... Memories!!!
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The copy protection was the game asking you to enter 5 letters from a chart. In frustration I just entered 5 letters at random, and it worked. I had literally got the 5 letters it needed our of a possible 26, in the right order. Odds against that are millions to one.
I guess in that one moment I spent all my lottery winning karma for the rest of my life
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I'm not saying piracy on console doesn't exist, and I did make a specific point in my post that when I say piracy is low I mean the practice is low (as opposed to it being technically challenging to pirate games on consoles).
A particularly hardcore game with a hardcore audience is going to suffer higher piracy rates. To suggest that all 360 games suffer a 1 in 40 piracy rate (based on nearly 1mil copies in your link compared to 40m 360s sold) is risky, given the suggestion is based on a single relatively hardcore title.
I don't want to get into a "yes it is, no it isn't" debate on this one, as we probably agree by degrees. I was simply responding to a poster that asked how big an issue piracy is on console. My answer, which I stick by, is "compared to current PC and to last gen console platform, not that big an issue".
Yes it is.
No but seriously I take your point and accept that it's a far larger problem on PCs but I wouldn't quite go so far as to say it wasn't that big an issue on consoles.
Without wanting to get into an "over and back" on this (ah, who am I kidding?
I think the convenience factor of piracy on PC is bound to increase piracy there - you download your torrent, and you can play it then and there as opposed to having to burn a disc and/or mod a console - but if we're talking sheer numbers there are 40 million 360 consoles and more than 1 billion PCs worldwide, now obviously most of those PCs are not owned by gamers (based on past experiences I'd guess third level education sees a lot of piracy), but I'd say a lot of PC piracy is perpetrated by "non-gamers" anyway, people who wouldn't normally bother if it wasn't "free": the "I can't afford to buy it but because of that it won't cost them anything there's no point in me missing out on it" excuse.
I'm not saying it's not a problem on PCs or that it's not wrong just that it is quite a significant problem on consoles too.
Edit: of course it all comes down to whether or not you consider over 2.5% of your customer base being pirates significant.
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The biggest problem with pirated games for consumers imho is that games become valueless - a lack of investment in a game when it's easily deleted and replaced by another one. This can ruin a whole console experience. The cheap iphone games are affected by the same thing but to a msaller degree because the game prices are so cheap. A £0.59 game is easily replaced. a £45 game is not.
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[link url=http://www .youtube.com/watch?v=up863eQKGUI
]http://www .youtube.com/watch?v=up863eQKGUI
[/link]
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A lot of "open air" Piracy in the late 90's/Early 00's for the PSone was perpetrated by Terrorists and gangs. Its pretty well known that the IRA used market stalls in Northern Ireland selling games to fund operations (Though you never said it if you valued your kneecaps. You just bought the games and moved on). Broadband effectively killed it off though with the DC offering "Personal Piracy" since you could download games off IRC, Bit torrent or Usenet pre-patched so the CD-R you burned to would boot instantly without needing a boot disc, the PSOne downloading straight to ISO (And PS1 Emulators hitting their peak in 2002) and the PS2 needed an internal mod with expensive DVD-R discs to function.
As there is no profit to them now, most gangs have dropped piracy of games from their operations aside from some Russian and 3rd world gangs. And even then, they arent a massive profit bringer.
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The main thing I have against DRM is that it's not future proof. It's not uncommon for me to play ~20 year old games, I installed and played Dune from 1992 quite recently. Both the publisher and the developer of Dune are now dead, lets play with the idea that Dune had some kind of DRM protection that required me to activate it, and now the activation server would be gone as the companies no longer exist, how would I then be able to play it today? I wouldn't, and that's very wrong.
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1) In the Age of Internet, you only need ONE copy to find its way onto the net, the chance that J. Random customer will feel any need to clone their particular copy is a moot argument.
2) Pirated version in general are hacked to remove the DRM. That is, remove the annoyance put in place because the publisher apparently assumes their paying customers are wannabe criminals.
Also: The entertainment industries (not content with abusing "temporary" monopolies designed to create public domain culture) live in Bizarro-world by arguing that pirates (paying €0 for games) would all be buying the game at €50 if the pirated version was not available, thus contradicting a couple of centuries worth of economic theory.
Come back when the WTO has crushed their market segmentation and blatant collusion practices.
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Fact is... it all failed miserably. DRM is stupid and bad for customers.
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Can anyone confirm this? Surely this was worth of a mention in the article.
Maybe this is because i was younger back then, but unlike modern DRM, code wheels and similar "gimmicky" copy protection systems were actually kind of cool back in the day. I actually remember searching the manual for the right word or plane silhouette or pirate flag as a fun activity. Searching through the registry to make sure that a game is really uninstalled and not just hiding, is not fun at all. Neither is having to insert a CD every time i want to play a game that is already installed in my hard disk!
Whether DRM achieves its intended purpose or not (hint: at least since the last 10 years it doesn't) is the publisher's issue, but they should really consider the people who are actually paying for the games.
As for Assassin's Creed 2, i am sure a reissue will be just as fun in a few years time, and at half the price too - not to mention it will be the complete game.
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[link url=http://www.gamefaqs.com?
]http://www.gamefaqs.com?
[/link]
Ah - those were the days. Spent weeks with ExMon on the Beeb B to remove the lock from a dodgy maze game called Xor, then played for a couple of hours - didn't distribute it though. Then in a massive fit of irony stripped the copy protection from every Beeb game I owned so they could all fit on a single games disk for school, then made a horrible b*stard home brew copy protection (which beat the shit out of your floppy drive by seeking the head past the limits in each direction at machine code speed if you copied the disk) to stop my mates nicking it. Lucky I never got a job at Ubi, I guess...
The general point does remain though - not one of the intrusive copy protection mechanisms has stood up to determined pirates, so the paying customer gets f**ked over for no real benefit to the sales.
The PS3 anti copy is however a perfect example of how to do it right. No inconvenience to the genuine customer, and has stood up to the skanks for years. Not even China has serious numbers of pirate PS3 games, and knobs like GeoHot still haven't b*ggered that up to any degree. That, is the way of the future, not always online validation nonsense.
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If the game had draconian DRM I doubt it would have sold more copies so the pirates don't really affect the sales revenue generated from the game. I certainly wouldn't have purchased it if it had DRM.
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It made me think, ever since the 80's i have NOT been copying games yet HAVE been constantly incovenienced by copy protection. Irony.
But with things like constant online, its getting beyond inconveneinece and making it almost that i can't play them at all. Its all so counterproductive.
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I remember Worms had a code book with black pages and only slightly lighter black writing. Also, didn't loads of people just try every frequency on MGS, if I remember rightly internet coverage was far from universal at the time, so a quick look up was not possible.
Now that I'm a grown man, I would always pay for games/films. But when you're a kid and companies spend millions marketing something to you that you can't afford, I guess it's inevitable - even a right of passage for gamers - to play copied games from your mates.