DRM protection

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18 comments, last by Bearhugger 9 years, 11 months ago


Now another question: Would it be possible to fake that TCP GET request? Get that file locally and tell the myapp to use that instead?

It would be possible, but its likely that your would-be hacker will do something much simpler: they'll examine your software to find the function that performs the check and replace it with a version of their own that simply reports a valid key, bypassing the online check entirely.

They'll then likely share their patched version (or a patching program) via download sites and torrent trackers so that less technically skilled users can also benefit.

Any software running on your end user's hardware can be modified, and for a skilled cracker it isn't even very hard to do.

- Jason Astle-Adams

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Douh, yes I just edited my compiled c++ code with bvi. Sigh, so what to do?

Personally I require a clear "no DRM" before I buy any game nowadays. DRM translates to an instant "no" regardless of how much I would otherwise want a game. Considering GoG.com appears to be the second most important online distributor behind Steam and there is little reason to buy from GoG over Steam when you do not care about the DRM-issue, I don't think I'm exactly alone in that boat and going no-DRM opens a largish part of the market to you which would otherwise be completely closed to you.
Sigh, so what to do?

The most common suggestion -- at least in this community -- is to just forget about it and go DRM free, and for many people this effects their purchasing decision; "DRM free" can be a selling point for many games, as seen on GOG (Good Old Games), Humble Bundle sales, and elsewhere.

Next most common is that you should just go with something a) very quick and simple to implement and, b) that doesn't have any risk of impacting legitimate customers. In your case, it sounds like the suggestion given above of simply displaying the name of the licence holder may help to discourage piracy. It's extremely quick and easy to implement, it's extremely unlikely to introduce any bugs, and there won't be any negative impact for legitimate customers.

Personally, I would just go with one of those.

If you really want to do something more complicated you should probably consider whether or not you can offer online services (such as match-making, multi-player, etc.) that complement your game. You can then prevent pirated copies from accessing your online services.

- Jason Astle-Adams

DRM for me is definitely no go. First point is that many people will turn head when they see DRM.
Second point is that DRM is like magnet for pirates, to them DRM is like trigger and this is in their head:

developer: "you will never crack my game!"
pirate:"we will see about that..."
and one day later your game is on pirate sites.

Just make fun game(I know it's not a easy task), gamers will pay for it and bunch of pirates will turn for big studios with DRM. biggrin.png

There are a few groups of people that consume games:

1) People who buy games - these are people that won't visit a pirate site or download a torrent for any reason (not counting Blizzard's patch torrent and stuff like that). Make a good game, and these people will buy it.

2) People who pirate games - these people never pay money for games, so any copies of your game that they get really don't count as 'lost sales', because they were never going to buy your game under any circumstances.

3) People who buy games but avoid DRM - make a good game, and these people will buy it, unless they feel it's "locked down" somehow. Any complicated or "strong" DRM is going to cost you sales with this group.

4) People who sometimes buy games, but sometimes 'pirate' them as well. DRM doesn't really matter to these people - unless the 'legit' version is somehow crippleware. Make a good game, set it at a reasonable price point (what reasonable is for them may or may not be reasonable to you) and they'll buy the game.

5) Impulse buyers - if your game is $20 or under, and the jewelcase has a picture of a hot chick in a chainmail bikini, these people may buy your game.

I may be simplifying this, but I don't think there are any consumers out there saying, "Oh boy! It's got DRM!!!" and buying the game because of it.

"The multitudes see death as tragic. If this were true, so then would be birth"

- Pisha, Vampire the Maquerade: Bloodlines

Story: Back when I was in college we have a legit 500 user license for some expensive CAD software (donated, I think for tax reasons). But we, including the computer room, all use a cracked version which is given by the dealer. Setting up and maintaining a key server is simply too much trouble.

Some DRM cause so much trouble even legal users have to use cracked ones.


If you really want to do something more complicated you should probably consider whether or not you can offer online services (such as match-making, multi-player, etc.) that complement your game. You can then prevent pirated copies from accessing your online services.

yes, keeping part of the game on a server is about the only way, and even then you simply move the battle from their backyard to yours. they can still try the online hack and cheat thing.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php


Some DRM cause so much trouble even legal users have to use cracked ones.

A few years back Apple was requiring a USB dongle for its 'Pro' audio/video products. Problem was, the damn things were really easy to lose, and a hassle to replace.

Most everyone kept the dongle locked in a safe somewhere, and cracked the software on their laptop to avoid carrying the damn thing around.

Moral of the story: if your software is worth it, people will buy it, and DRM tends to make those paying customers miserable.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

Just make it easier to buy than to pirate. It's not even about the DRM.

I find it much more convenient to spend a few bucks on an online store and not have to worry about viruses, rootkits or trojans, than having to search on torrent sites, looking for a well-seeded torrent, reading the comments, downloading it, and then exposing my machine to viruses, risking getting a crypted zip that you have to pay the pirate to get, follow hacking directive to replace XYZ.dll with a file that will give a heart attack to my AV, or some other crap that is common with pirate site.

On Steam I pay 20$ for a special (I only buy games in promotion) and then that's it, it's really easy. I wouldn't go back to piracy.

Personally, if I ever get to release my game, I will use the DRM of whatever platform I get it on (App Store, Google Play, etc.) because hey it's free, but I'm not going to lose my time trying to lock the game and risk getting false positives on legit users.

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