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The Awful Anti-Pirate System That Will Probably Work

jeff-vogel.blogspot.com

11–20 of 123 posts

Re: The Awful Anti-Pirate System That Will Probably Work

#11
post #2

Honestly, 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.

Do you have anything to back up that statement? The article says that 90% of all copies of popular games are pirated, but he also doesn't back it up.

However, it's important to always remember that a pirated copy doesn't equal a lost sale. Many people download a game, but never install it or play it. Others download and play it, but if they couldn't have downloaded it, they would never have played it. And finally, there's a percentage of downloaders that would have bought it if they hadn't gotten a pirated version first.

It will be interesting if this experiment by Ubisoft can determine how large that percentage is. It's definitely not 100%, and it's definitely not 0%. I would guess that it's a single-digit percentage of the people that would normally pirate a game that could go and buy it instead.

However, this new DRM is so vile, that they will also lose sales on it, and I wonder if the sales they gain from delaying the pirating of it is larger than the sales they lose from having a horrible DRM.

Re: The Awful Anti-Pirate System That Will Probably Work

#12
You missed Option 4, which is what will actually happen:

4. Make it easy to set up your own local game server and alter the hosts file on your machine to point to it.

That is dead easy to do. I actually did it for the game FantasticContraption, not to steal it (it's well worth ten bucks. go try it: http://www.fantasticcontraption.com/), but because their server is so hopelessly overloaded at peak times that the game is unplayable.

Sniff network traffic with Fiddler or similar, construct a simple webapp to mimic what's needed (which for this game would only involve storing what you're given and handing it back when asked for it), and run it on localhost. Sorted.

It'll end up the same as every other copy-protection scheme: An annoyance for paying customers, no sweat for pirates. I suspect legitimate paying customers will be running their own servers too.

Re: The Awful Anti-Pirate System That Will Probably Work

#13
post #2

Honestly, 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.

RE: MS Office...

Office, and plenty of other desktop software will nag you relentlessly until you "Activate your copy online".

This is especially annoying for people like me, who spend months at a time off in the sticks where there may be occasional generator power but there certainly is no internet.

Just a few weeks ago, I "activated" my copy of CodeSmith with 5 days to spare (out of 30). If I had had to make a special trip to a city just to do it (which from the pacific coast of Colombia would have required a flight), I would have been pretty upset with that company.

Re: The Awful Anti-Pirate System That Will Probably Work

#14
post #5

Somewhat informative article, but I disagree with the conclusion. Assassins Creed 2 isn't going to be the best game ever, it's not even an original game, just another sequel. So it's not like people are going to buy it no matter what kind of crazy DRM they must suffer through. I imagine that Ubisoft will loose a lot customers because of this decision.

I've been playing it on my 360 and if you could forgive some of the seemingly simple things that Ezio can't do, it's a pretty good game. I like the fact that money isn't hard to come by if you focus on upgrading the villa early.

Re: The Awful Anti-Pirate System That Will Probably Work

#15
post #7

1. Make your own, free saved game server and alter the application code to use it. This means a lot of work and expense, both to duplicate Ubisoft's game saving code and to set up and maintain the servers. Won't happen. I'm not even a very good game hacker, and I've done much more dramatic things. It's really not a huge deal. People have reverse-engineered entire online game protocols in order to have their own unoff…

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 suspect that most games read them at once to the memory.

Again you don't have to write a lot of code to do all these stuff. Just redirect whatever is sent to the Ubisoft server to a local server host in the same machine. This way the user can carry the save file anywhere. This is an added advantage for pirates while legitimate users should rely upon Ubisoft to save their game files for them. Heck, they can even play when the Ubisoft server is down, or even if there is no internet connection.

Re: The Awful Anti-Pirate System That Will Probably Work

#16
post #5

Somewhat informative article, but I disagree with the conclusion. Assassins Creed 2 isn't going to be the best game ever, it's not even an original game, just another sequel. So it's not like people are going to buy it no matter what kind of crazy DRM they must suffer through. I imagine that Ubisoft will loose a lot customers because of this decision.

This is a test on Ubisoft's part. They're testing how the crackers, pirates and market react. I'm sure if they make significantly less money than expected they'll scrap the idea. On the other hand if they make more money, they'll roll it out to future releases.

My guess is that they'll make less money. Even if a some people buy the game instead of pirating it, the abysmal reviews on Amazon will have a stronger effect.

Re: The Awful Anti-Pirate System That Will Probably Work

#17
post #7

1. Make your own, free saved game server and alter the application code to use it. This means a lot of work and expense, both to duplicate Ubisoft's game saving code and to set up and maintain the servers. Won't happen. I'm not even a very good game hacker, and I've done much more dramatic things. It's really not a huge deal. People have reverse-engineered entire online game protocols in order to have their own unoff…

the original binary doesn't need to be modified in any way

It's easy for Ubisoft to also force the binary to be cracked: have the client request the server sign a random token with its private key, and verify it with a public key embedded into the client. This way a third party server could only be written if the client was also cracked to either change the key or remove the check.

Re: The Awful Anti-Pirate System That Will Probably Work

#18
post #2

Honestly, 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 problems. A version which can simply be played. And then Ubisoft has lost many customers. Maybe forever.

One would think the software industry / computer games industry has learned something from the fates of the music and film industries. When their sales declined they put DRM into their products. When that didn't help they made the DRM systems more draconian. And, unsurprisingly, the customers hated it and their sales declined faster. But the software industry / computer games industry seems to be unable to understand this lesson.

Re: The Awful Anti-Pirate System That Will Probably Work

#19
post #2

Honestly, 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.

No, the hate will come from 2 directions: One is the pirate crowd that are mostly angry that they can't get the game for free. The other is the people that bought the game and now the damn thing doesn't work because the servers are down or there's a connection issue or they're trying to play the game they paid for on their laptop somewhere where there's no internet.

Don't forget my direction - a guy who always buys his games, but has been deeply disillusioned by the way games have been "consolified" of late, hence has spent less and less on games, and has built up a level of resentment of publishers who think that reduced game sales is owing to piracy, rather than crappy ports.

Re: The Awful Anti-Pirate System That Will Probably Work

#20
post #5

Somewhat informative article, but I disagree with the conclusion. Assassins Creed 2 isn't going to be the best game ever, it's not even an original game, just another sequel. So it's not like people are going to buy it no matter what kind of crazy DRM they must suffer through. I imagine that Ubisoft will loose a lot customers because of this decision.

> just another sequel

Somewhat off-topic but: AC2 is pretty much the game AC1 promised but never delivered.

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