Jeez guys, have none of you ever played a ROM on an emulator? You know how they save and resume? By taking a snapshot of the RAM and restoring it later on. Sure, its not great to have to take a snapshot of the 2gb+ of memory being used at runtime by a modern AAA game, but it wouldn't be hard to work out what is just content (textures, geometry, sound), and what are the variables (player location, progress, etc) and j…
> it wouldn't be hard to work out what is just content (textures, geometry, sound), and what are the variables (player location, progress, etc) and just save/load that As the saying goes - I'd love to see you try it! In order to capture the state of a running application in such a way that it can later be restored, you need, not only the memory contents, but also the processor state. Imagine that the app is in the mi…
The Awful Anti-Pirate System That Will Probably Work
41–50 of 123 posts
Re: The Awful Anti-Pirate System That Will Probably Work
#42"Also, you don't hold onto your saved games anymore. They do."
I'm surprised at how many people are making this mistake. Straight from the FAQ: "Will all my saved games be stored online? Yes! They will be stored both online and on your PC." -- http://support.uk.ubi.com/online-services-platform/
That, right there, is why the system will fail. The DRM will be cracked within a week of release.
Re: The Awful Anti-Pirate System That Will Probably Work
#43Earlier quoted context omitted.
This is assuming the game is complete, what if the server is sending back parts of the game in response to state saving. For instance, perhaps some of the AI is running remotely. This could explain dropping out of the game: the game is unable to continue.
They could do that. Run some portions of the game on the server, which would remove some of the game logic from the client, making any sort of crack to require adding back in instead of simply stripping out logic. They probably will not do anything non-trivial for this. It costs money to run servers, and they would have to run much more powerful servers in order to be running game logic for each player. That would ea…
Heh... This is assuming that they do not realize that the more players are connected, the bigger the distributed computing cluster they have available.
Re: The Awful Anti-Pirate System That Will Probably Work
#44Re: The Awful Anti-Pirate System That Will Probably Work
#45Re: The Awful Anti-Pirate System That Will Probably Work
#46Honestly, I believe people shouldn't be pirating videogames at all. And most gamers actually don't. So nobody's going to hate them. On the other hand, I think no one's planning to do the same thing for MS Office in the nearest future, that would be insane.
I think you miss a point in your thoughts: People will hate it because they've payed for the game. First they invest money and then they find out that due to an draconian protection scheme they are unable to play the game at their discretion. And after that happens - and now they will hate Ubisoft - a significant portion of them will probably find out that there is a pirated version out there which does not have this…
But DRM that makes your game suck whenever your internet connection is flakey - that's going to make paying customers very angry, very quickly. It's a terrible idea.
Re: The Awful Anti-Pirate System That Will Probably Work
#47Earlier quoted context omitted.
3. Hack the game to not need to save games on a remote server. This means a hacker has to figure out the saved game format, somehow jam into the application new code to write the saved data and new code to read it, TEST IT, and get it to work. In most of the cases, there is no need to figure out the game format. Just read the binary data sent to the server and save it. Usually save game files are not that large and I…
They could (probably have) limit that approach too by signing the data (as already suggested) or encrypting it with different keys for sending / receiving.
Re: The Awful Anti-Pirate System That Will Probably Work
#48Jeez guys, have none of you ever played a ROM on an emulator? You know how they save and resume? By taking a snapshot of the RAM and restoring it later on. Sure, its not great to have to take a snapshot of the 2gb+ of memory being used at runtime by a modern AAA game, but it wouldn't be hard to work out what is just content (textures, geometry, sound), and what are the variables (player location, progress, etc) and j…
> it wouldn't be hard to work out what is just content (textures, geometry, sound), and what are the variables (player location, progress, etc) and just save/load that As the saying goes - I'd love to see you try it! In order to capture the state of a running application in such a way that it can later be restored, you need, not only the memory contents, but also the processor state. Imagine that the app is in the mi…
Re: The Awful Anti-Pirate System That Will Probably Work
#49The solution to onerous DRM is: just don't buy any product using it. No-one needs to buy Assassin's Creed II; there are plenty of other computer games out there.
Most users probably won't care (remember that we're a disproportionately vocal minority --- or, you are; my job is to make these titles worse for you, and I don't ever play video games), and vendors are going to get users to adapt to concessions like this.
Re: The Awful Anti-Pirate System That Will Probably Work
#50Here's a solution no one seems to consider: make video games cheaper. $50-$60 is an outrageously high price for a game, especially when most of them are of forgettable quality. The people over at Valve/Steam have been saying the same thing, and they would know, they see the sales numbers; cutting prices for their weekend deals greatly increase sales. If companies brought game prices down to a reasonable level, say $2…
So, I'm not convinced that making video games cheaper is the answer...