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Pirates of the Gaming Sea
Posted on Tuesday, June 17 2008 @ 21:29:25 Eastern

Piracy. It happens, we're all aware of it. Some people take a game that costs money, and uploads it to the Internet for all to download illegally and play for free. Lots of people have uploaded games, even more have downloaded them. I'm sure many of you reading this have. Hell, even I have.

We all know it's hurting the developers, because every pirated game or other piece of software, takes away one potential sale for the people who made it.

"What's one download going to hurt them any?"

One download, sure. But that builds up. Thousands of gamers later with the same mentality, the developers of the game end up with a few thousand bucks less for their next game than they would if these gamers had just bought a copy.

Now to switch sides: A new reason has recently been added as to why people pirate games now. To avoid the incredibly stupid extents to which developers and publishers try to halt piracy. SecuROM, the most infamous of them all. EA, and it's urge to give you only three chances to install a game, or make you re-activate your game every ten days. The only people that hurts are the people who bought the game legitimately, because the pirates remove all the crap that tries to keep it secure in the first place.

Developers and publishers, to put it short, are going about the wrong way to do it.
But how do we fix it?

Re-activate every ten days?
No.
Only allow a certain number of installs to a CD key?
No.
Put an anti-piracy chip in your computer?
They'll find a way around that too.

So how? What can we do?

I was talking with a friend about this very subject, the effects of piracy on gaming. In this conversation, I had thought of what I at least think is a great idea, and wonder why nobody has implemented it yet.

So here's the idea:

First, keep a log of every activation key shipped with every copy of the game. If someone generates a random key that does not match those on file, access will be barred to the game.

Require online activation in the game. Users who purchase the game shall make an account which is tied to their given activation key. So if the key code is stolen or randomly generated by coincidence, it cannot be used to activate the game.

Only the account owner may use the key code, but they can uninstall and reinstall the game as many times as they like. The account owner is given a certain amount of licenses though, so a pirate can't simply give out the account and key code and say 'have at it'. Licenses are used when a game is installed, but if the game is uninstalled, the license is reacquired, meaning a copy of a game can only be installed on a given number of computers. Each license is numbered, so say if a computer with the game on it dies, the account owner can go ask the developer to free up that specific license for use again on a new computer.

In addition to tying the activation key to an account, the disc also lacks an absolutely necessary file that the game can not boot without. This file is downloaded after activating a license under an account, and the file itself is tied to the account. When booting the game, this file will check for the proper account and key code. If it doesn't match, then the game will not run.

So, in short:
All key codes are logged. Keys are tied to an account and can only be used by the account owner. A necessary file is downloaded to run the game and is also tied to the account. The account has a set number of licenses that are reusable upon uninstallation or system failure and installations can not exceed the number of available licenses.

Now, I will say this system is not by any means perfect. Game piracy is not something that can be completely halted, but we can certainly slow it down. I'm sure there are ways that can get around this system, but I am willing to bet it would be much harder to pirate a game under this sort of protection.

Any holes around this system, feel free to explain here. I'm sure there are some bits I left out, but I write this hoping that some day a higher-up in the industry like someone in EA or others will catch wind of this idea and implement it. So here you go. If there's a hole in the system, please, say it here, and if you can, provide something that can help slow it down.

Something that protects games from piracy, while not being a total killjoy for the people who actually bought a copy. That's what I hope can be achieved by this system. If you like the idea, then please, by all means, spread the word.
Comments
  • MagnusNordir
    MagnusNordir

    Joined: May 2008
    Posted: Jun 19th, 2008 at 2:08 am
    Holes? Yeah, there'll be a GAME-NOACTIVATION-RIPGROUP.torrent four days after the release, and it'll be less hassle than trying to activate the original game, and everyone who bought it or pretended to buy it will complain about the buginess of the activation system. An alternative method is for the developers to make GAMES WORTH BUYING.
  • Sjvan0
    Sjvan0

    Joined: Jun 2006
    Posted: Jun 19th, 2008 at 8:13 am
    You basically just described what Valve did with HL2, except for the whole "limit the amount of computers it can be installed on" part. Also, how would the game be able to differentiate between a new computer, and one that's been majorly upgraded? Wham, there goes one computer install. Want to upgrade again? Wham, there goes another, etc. Oops, looks like you used all your installs, guess you'll need to call tech support. What's that? It's been 5 years since the game came out and the company doesn't support it anymore? Well, looks like you're out of luck, too freaking bad. Basically, no matter how advanced you make the anti-piracy system, someone will always find a way past it. You might slow it down for a few days, maybe a week at most, but they'll crack it eventually, and then you're left with a useless protection system that just pisses off a lot of people.
  • gclark03
    gclark03

    Joined: May 2008
    Posted: Jun 19th, 2008 at 7:51 pm
    Modern anti-piracy software is even worse than that annoying plastic 'theft-proof' (read: consumer-proof) packaging on CDs these days.
  • daemon45
    daemon45

    Joined: Apr 2007
    Posted: Jun 19th, 2008 at 8:30 pm
    Magnus, Sj, and Gclark are all correct. The only way to get around game piracy is to accept that there's nothing that can be done about it. In any case, with big companies like EA it's not the creators of the games who get your money; they're all on salary. I've been lamenting the fact that there's no direct way to pay Will Wright and his team for Spore, because I don't want my money to go to the people responsible for this SecuROM bullshit. Since I can't pay the team directly, and it doesn't look like EA are going to remove the annoy-the-piss-out-of-consumers protection, I'll just wait 'til there's a crack out and download the bastard.
  • daemon45
    daemon45

    Joined: Apr 2007
    Posted: Jun 19th, 2008 at 8:35 pm
    Ah, I forgot to add, I happily buy games all the time. I lost my copy of STALKER when I moved, so I downloaded the cracked version. I think that's fair. Same thing happened with Diablo 2. Should anyone have to pay for a game twice? The only people that think so, apparently, are EA.
  • Nitewolf
    Nitewolf

    Joined: Dec 2007
    Posted: Jun 20th, 2008 at 5:03 am
    hmm, no offense but the system you describe sounds not a tad better than other things available nowadays. that goes for both user-unfriendliness and crackability. i know i would not buy a game where i'd have to go through such a crap to get sth to work. and let's not forget how much side-cost this would cause for the publishers. take a wild guess who'd pay for those. movie and game still have a lot to learn from music-industry, who after a long time finally noticed it might be a better idea to care more about the ppl that actually buy about your products than the ones who pirate it.
  • Nitewolf
    Nitewolf

    Joined: Dec 2007
    Posted: Jun 20th, 2008 at 5:05 am
    on a side-note, every time i hear every illegal download takes away a potential buy i wanna hit the creator of that mental incontinence in the head with a sledgehammer. if a million ppl download a game not half of them would buy it in case it wouldn't be available for download. they dl it as a free "bonus". i'm not saying it's not having an impact on the sales, but it's merely a fraction of the illegal copies out there.
  • schimmel
    schimmel

    Joined: Nov 2005
    Posted: Jun 20th, 2008 at 6:13 am
    I agree and disagree with this. My agreement comes with the whole game security. Honestly, I do believe in downloading things for free, but mainly I believe in that when it comes to movies and music. Espescially music; why pay for a studio recording? Most of the bands I have I pay to see when they come around live and if I have a few extra dollars in my pocket at the end of the show I give it to their merch guy Onto games, however, I do believe that if you are going to play a game you should pay for it. Games don't have concerts or any of that kind of stuff so the only way that they will ever see a dime is if you buy them. I do not like what EA is doing now, but your idea, in some aspects, is not much better. Certain games, such as World of Warcraft, already have the CD
  • schimmel
    schimmel

    Joined: Nov 2005
    Posted: Jun 20th, 2008 at 6:15 am
    key that ties the game to the user, however if you have internet only activation then gamers who cannot afford the outrageous prices that ISPs are charging today for internet then they simply cannot play the gamse anymore. Suggest another alternative as well as the online activation so that nobody can feel left out and is basically forced to quit gaming because they cannot connect.
  • flip_sk8r11
    flip_sk8r11

    Joined: Jun 2007
    Posted: Jun 20th, 2008 at 12:28 pm
    and that is where this would be cracked they would need an alternative to internet activation and the alternative would be phone activation which can and already has been cracked with ease
  • MagnusNordir
    MagnusNordir

    Joined: May 2008
    Posted: Jun 20th, 2008 at 1:45 pm
    Guise, If it exists, it can be cracked. If it's worth buying, less people will dl the cracked version. There are still people who will get the cracked version who never intended to buy the game in the first place. This doesn't hurt the sales but is good for further outreach and publicity.
  • MagnusNordir
    MagnusNordir

    Joined: May 2008
    Posted: Jun 20th, 2008 at 1:48 pm
    Also, the whole internet activation can easily be surpassed by just going to a game store and taking pictures of the game boxes with CD-keys on them. The time it takes you to get home and enter a legit CD-key to activate your (cracked) game is usually less than it takes for the game with the CD you copied to be sold and installed by the guy who bought it. Worked every time for me.* *I only do this with games that come with ridiculous "anti-pirate" protection with the pure intention of scaring away people dumb enough to buy that ****.
  • Squiggy
    Squiggy

    Joined: Nov 2005
    Posted: Jun 20th, 2008 at 1:49 pm
    Thanks for all the comments, everyone. I feel a bit silly about the idea now that I'm reading all the comments, but I guess I should have seen it coming.
  • Nitewolf
    Nitewolf

    Joined: Dec 2007
    Posted: Jun 22nd, 2008 at 10:09 am
    well no need to feel like an idiot, it's not like companies that actually earn a living from those things came up with better stuff.
  • tom-
    tom-

    Joined: Nov 2005
    Posted: Jun 23rd, 2008 at 12:46 am
    Yeah, more restrictions aren't the way to go. I'm a fan of incentivizing a legitimate purchase. Continual content updates, built in community features and multiplayer seem to be the most effective examples of this.
  • Squiggy
    Squiggy

    Joined: Nov 2005
    Posted: Jun 23rd, 2008 at 1:42 am
    Well, the limited install thing, I DID say that those licences could be re-acquired as often as you like, it just can't be installed on more computers than the limit at one time. Uninstalling a game frees up the license tied to it. If a computer dies, they could implement a feature to simply submit the license number of the dead computer's install to an email thing and they'll free it up no question as long as you're the account holder. Though I must admit, looking back on it, it does sound overly complicated.

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