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First post, by Zup

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Lately, I've been buying, installing, and patching some games, and I want to know what do you think about protections and the game bussiness.

As a player, the best protection for me is no protection, and the best pricing is free. Obviously, if the game is free, there will be no losses due to piracy 😀 and still the game maker can get some revenue. Think about those on-line games that requires you to pay if you want some exclusive objects, or new game contents. Also, you may get revenue including some advertising in your game (in a Blade Runner RPG, there are adverts everywhere).

Lately, Sony wanted to put some advertising in some games, but IMHO I don't want adverts in a game I payed for.

Also, there are some games that are sold without any means of protection: Strike Fighters Project had no CD protection nor CD Key or serial required to play. Still, it sold well.

The next step would be some slightly intrusive protections: early versions of securom or safedisc did need a CD Key and they prevented unauthorised copy of CDs, but they did no annoy much the user (you need the CD in the drive, though).

Later, Starforce gave us all some nightmares. It was not that we couldn't make a backup of the game contents, it was that (at least me) we were barely able to toast any CD / DVD. My 4x DVD recorder was converted to a 0.2-0.5x DVD writer. Though Starforce presented newer versions that did not have that effect, I'm still avoiding buying games that have Starforce included.

About those protection schemes, there are some companies that are releasing patches to avoid having the CD in the drive while playing. Blizzard released patches for Diablo II and Starcraft, and Egosoft released a patch to get X2 rid of Starforce (rendering X2 unprotected).

But there are still some protection schemes that don't rely in avoiding backups of the media content. There are games that need CD Keys everywhere, and lately the activation method is rising.

Let's think about Steam: Steam allows you to make backups of your game contents, and the activation method via your account still protect their games from piracy. I'm not so comfortable with the idea that what would it happen if Valve goes out of bussiness, and because I use a 56k modem, having a internet connection to play seems strange to me.

Lately, some companies are going back with their copy protection schemes (Ubi quitting Starforce, Blizzard with their No CD patches and Sony removing activation limits), but it seems that copy protection will be with us for some time.

About distribution: Yesterday, I bought Puzzle Quest on Steam. I like to have a game case with handbook and game disk, but it seems that no one would publish that game in Spain. Also, I tried to bought it on internet, but the distributor does not send the game to Europe (it seems that it could be a distribution rights matter).

What do you think about that? What are your "preferred" copy protection methods? Would you support free games with advertisement? Would you pay for a game with adverts? How do you feel abot Steam and activation methods? What do you think about having the world divided in zones of distribution?

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Reply 1 of 14, by Xian97

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No DRM would be my choice, but that is from a user perspective. I would say a single online authentication with offline play afterwards would be the lesser of the various evils. I guess the cd check would be the next method I would prefer, though with having young children I don't like the possibility of the disc being ruined due to mishandling.

I don't buy the argument that we have to have DRM. Look at some other industries. The MPAA wants to convince us they are losing billions every year due to piracy, yet continue to post record profits every year. The CSS DRM on a DVD has been cracked for years and is easily bypassed, but sales are up anyway. This is what game DRM should be if anything. Something that might prevent the casual user from copying but not really cause any inconvenience otherwise.
The RIAA wants to convince us that their losses are due to piracy. My theory is that music sales started to decline when they got competition. People have a limited budget to spend on entertainment purposes, and before 2000 there wasn't a lot of options for the average person. 2000 saw the release of the PS2 followed by the Xbox shortly afterwards, and individual DVD sales also started to take off. All of a sudden there was much more to spend your entertainment budget on besides music.

As far as advertisements in games, I don't mind it if it looks realistic. For example, the game F.E.A.R. had Dell Computers in it's office settings, just what you would expect to see in many modern offices. The vending machines were Fizzy Cola; they looked out of place instead of seeing Coke or Pepsi. It actually detracted from the realism by not having the real brands. However, I wouldn't want to see that in a fantasy setting.

What I think is ironic is that the target audience for many of the latest games, the ones that require the $500 video card for maximum settings, are the same people who would be more likely to know how to obtain the game through less than legal methods.

In my opinion, DRM only punishes your legitimate customers. The pirates don't have to put up with it. The pirates already have you been on price, you don't want them beating you on usability too.

Reply 2 of 14, by Davros

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I bought GT Legends and had to wait at least a year before i could install it
as thats how long it took someone to find a way to remove the starforce and i wont have that p.o.s on my pc

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Reply 4 of 14, by franpa

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The single best method is the CD-Key. You can copy the game and send it to friends and stuff, but only one can ever play online with that CD-Key. Of course it is only the best option for online portions of a game. (some companies use this method kinda with a stand alone server thing, but it doesnt let you actually play the game)

For protecting offline (single player) portions of the game, Doing a Disc check once a week or once a month (no online checks, except with the CD-Key) would be the best method.

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Reply 5 of 14, by eL_PuSHeR

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CD-Keys suck because as soon as anyone releases a keygen, it will screw everyone, including those with legitimate copies and legit cd-keys.

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Reply 6 of 14, by leileilol

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eL_PuSHeR wrote:

CD-Keys suck because as soon as anyone releases a keygen, it will screw everyone, including those with legitimate copies and legit cd-keys.

Not if the auth server is strict and knows the keys the factory presses.

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Reply 8 of 14, by franpa

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Why? you enter them once per installation and never touch it again. I'd rather enter a string of characters once per installation then to have the disc in all the time.

If developers are smart they will include a group of keys that will never work with online play and make it noticable in the games code (for hackers/reverse engineers to find.). Making a group of legit offline only keys is a incentive to not release a keygen that generates legit keys. Stealing a legit key is stupid because you run the risk of screwing someone else over and you usually end up with no access to online play still because you and the legit user may have tried to play at the same time.

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Reply 9 of 14, by leileilol

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eL_PuSHeR wrote:

Yet I found them quite annoying for end-users.

What end-users?
"wtf! I have to look on my case for my number and type it when setup asks me too so I get more online value out of my product!? god damn!"

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Reply 10 of 14, by Snover

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Not everyone has the space to store the original jewel cases. Also, they are more easily lost than a CD. And if you lose the CD, there are 'helpful' places you can find a replacement copy easily.

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Reply 11 of 14, by MiniMax

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Half-way on-topic:

http://www.eff.org/deeplinks/2008/07/here-we- … s-away-drm-keys
http://news.cnet.com/8301-1023_3-9998504-93.html?tag=mncol

Here We Go Again: Yahoo! Music Throws Away the DRM Keys

Just over a month after consumer backlash caused MSN Music to rescind its decision to deactivate the digital rights management ("DRM") servers that allowed MSN Music purchasers to "reauthorize" music files after upgrading operating systems or buying new computers, Yahoo! Music has decided to deactivate its own DRM servers.

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Reply 12 of 14, by DosFreak

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heh.

Amazing how they started implemented this BS and now they are getting rid of it but the movie/game industry still hasn't learned.

http://www.compatdb.org/support/topics/109982 … rm_and_you.html

09/11/02
Easy. DON'T USE IT. Enough people don't use it then it won't get implemented.

As far as I know it isn't illegal not to use it....YET.

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Reply 14 of 14, by franpa

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They dont make popular products either.

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