The Problems With Game Copy Protection
Next Generation has a piece looking at the sometimes overly enthusiastic copy protection schemes used in PC games. From the article: "In the late '80s and early '90s, the games industry could do little more than ask nicely that you not pirate their wares. These days, however, copy-protection software is ubiquitous, and any PC game bought at retail is going to have it embedded on the game disc(s) in one form or another. I'm okay with that in theory, but some of these anti-piracy software programs are so potent that they cause issues for legitimate game buyers. One of the leading brands, StarForce, is notorious for not only making it difficult for a small percentage of legitimate users to load up StarForce-protected games, but also for leaving potentially problem-causing StarForce software behind on your PC, even after you've deleted the game it was protecting."
In the late '80s and early '90s, the games industry could do little more than ask nicely that you not pirate their wares.
... I remember years ago the copy protection was simply to enter "The 4th word on the tenth line on the 10th page of the instruction manual", etc.
It wasn't only "ask nicely"
It wasn't so successful, but... it was an interesting idea at the time. (Even if it was a pain having to dig out the manual if you haven't played a game in a while)
I completely forgot about that until reading this article. I'm not sure how many companies did it, but I remember this on some Sierra Online games I played (Police Quest, for one)
The best defense against this sort of this is the operating system. The ideal mechanism for software management is for the OS to only permit software to be installed in a specific directory tree, one per application, instead of allowing software to sprinkle DLLs all over the place. Installation should be a recorded transaction which can be replayed in reverse by the OS to verify that software has truly been removed. This, along with really good privilege separation, will ensure that rogue applications cannot evade detection and removal.
Too bad Linux doesn't do any of this...
- I wanted to call myself Anonymous Coward, but that name was already taken by somebody
> In the late '80s and early '90s, the games industry could do little more than ask nicely that you not pirate their wares.
What? I was able to put a 16 byte sector inside a 256 byte sector, which itself was located inside a 1024 byte sector, on a floppy, in the late 70's. Even the best copy programs had a hard time to crack that. I have produced things like that and I have seen others doing similar things. Most people could not copy such games. And hey, there were always people who knew how to do it and there will always be such people.
I used to steal software left and right (please feel free to tell me how it isn't theft so I can summarily ignore you). Then about 8 years ago, I really thout about it and deleted anything illegal, or outright bought it (very expensive conviction, let me tell you ).
I don't illegally copy, and don't think anyone should. Yet I am annoyed by all the inconveniences that I have to put up with in the name of protecting someone's profits. Registering crap, difficulties in backing up. Annoying requirements to periodically validate, etc. I will return products if they are too invasive. I am tired of being assumed guilty.
Yet, I see nothing improving. I fear than in 20 years we will look back at this era and view it as a "golden age of computing". Things will be locked down so tight, and all software will be pay-as-you-go.
See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
In the late '80s and early '90s, the games industry could do little more than ask nicely that you not pirate their wares.
No, they did do some things. Rumors of bad sectors on floppies burned in by lasers. Certainly floppies that had sectors marked as bad where the installer/runtime had code to force the disc controller to check for the errors and overlook them if they were found (i.e., intentionally put there), which prevented casual disk to disk copying.
Then HD's came out, and many forms of copy protection that were to stop floppy-floppy copying did not play well with those who wanted to run their games off of the HD. Eventually it was business software that had the worst problems with this, and they were the first ones to give up on it, lower prices to the point where the "fun" of copying programs was reduced, etc. Games came along shortly after. The least obtrusive game copy protections, IMHO, were those that required the manuals. But they were easy enough to defeat programmatically (SoftICE...), too.
Now with CloneCD, DaemonTools, the Internet (availability to NOCD cracks), etc., it seems like the industry should just realize that $50/game in the US probably wouldn't be as profitable as $19.00 and minimal CD protection. Requiring the CD to play a game, if only to keep SecureRom happy (all the media content gets d/l to the HD usually anyways...) sucks. And to think that some of the no-copy stuff is getting pretty sneaky (installing device drivers?) with little/no concern for user's computer, etc.
If they're that paranoid about it, they should just license MS' activation technology and methods, or go full on-line (where they can control the servers).
Ahh, the 90s.
"Now geek, don't you copy this game!"
It's like saying...
"Now Homer, don't you eat this pie!"
Demented But Determined.
This reminds me of the good old days - the late 80's to early 90's, to be exact, when games came on floppy disks and companies like Psygnosis were well-known for the execution-protection, err, copy-protection on their games.
In fact, my friends and I had a saying - "Psygnosis - Latin for won't boot".
Good to see the youngsters will get to enjoy that experience. Of course, back in the day, when you were done playing the game you rebooted your computer and the system was back to normal - you didn't have the games leaving little turdlets behind like they do now.
Kids today. Always have to go us old farts one better.
www.eFax.com are spammers
Step 1: Buy game
Step 2: Install game
Step 3: Download NoCD crack from MegaGames, install crack, copy ISO to hard drive, run Alcohol %120, run program to hide Alcohol %120, yadda yadda yadda...
Step 4: Play game
Step 5: Realize that you probably spent more time protecting your computer from DRM perversion than actually playing the game
and the only people not affected by these copy protection issues.
The pirates.
Oh the irony, best get your eye patch on and set sale to bittorrent and usenet!
I've got stuff on my PC that is far more valuable than this $50 game. There is now way I'd buy a copy protected game for fear it'll damage my photos, financial files, and the like. If there is any sort of worry, on my part, that it'll make my system unusable, I don't want it even in the same room as my PC. Just in case it also has airborne viruses. /gotta go make some more backups.
Here's a pretty damn complete list of protections
t ections.shtml
http://www.cdmediaworld.com/hardware/cdrom/cd_pro
It includes how to detect the protection, how to back 'em up and usually a bit about how each one works
I remember that many years ago, I based my cd-burner purchasing decision on it's ability to rip/burn copy protected discs.
[Fuck Beta]
o0t!
Copy protection schemes do little to nothing to stop real piracy. At best, they slow down some of the Average Joes who don't have the savvy to circumvent it themselves. Instead, they slow down all the legitimate purchasers
As a matter of policy, I eschew copy protection schemes on all software I write with plans to distribute to the general public. I don't see the point in punishing people who paid for my work just so I can toss a spitwad into the hurricane of software piracy. Instead, I use a registration-for-bonuses policy. Legitimate customers get support, discounts on future purchases, and various other individual perks.
Sometimes, the carrot DOES work better than the stick.
-SS "Teach the ignorant, care for the dumb, and punish the stupid."
I tried this with an ISO of King Kong myself, solely for educational purposes obviously, and gave up very quickly. Then I had to use System Restore because my CD drives would not un-disappear...
I flat refuse to install anything with StarForce on it. Google starforce and you'll see plenty of articles and rants about it.
.exe file at gamecopyworld. I'm sure I could find a copy of the whole game somewhere if I bothered to look. Not only did they lose a sale because of their anticopy software, it turns out the damned thing doesn't work anyway. Real good business decision there.
I have games that include SecureROM (GTA SA and VC) and SafeDisc (Sim City 3000) and I've never noticed them causing any problems or installing anything other than registry entries. StarForce, on the other hand, installs hidden device drivers, which totally fuck up a cd/dvd drive in some PCs. On some XP machines, it can cause actual physical damage to the burner. It also elevates access priviledges for user-level applications, although I can't imagine why the hell it does that.
Fuck all that. Not on my machine.
After seeing the commercials for Brothers in Arms, I decided to buy it. Then I noticed this disclaimer on the publisher's web site:
"NOTICE: This game contains technology intended to prevent copying that may conflict with some DVD-RW, and virtual drives."
I looked around and discovered it was StarForce, so I just put my credit card back in my wallet. Then I sent an email to the publisher to tell them they'd just lost a sale.
Funny thing is, there are four different cracked copies of the game's
Only on
That most games are *easier* to pirate than buy legit. The *valid* reasons are actually pretty extensive. I've played demos. Liked them. Then I bought them only to find that it doesn't work on my computer, and there is no patch. (Gawd-dammit EA! I hate you fuckers!) To make matters worse, I can't return it (Even WAL-MART fears I might be a pirate, aaargh!) An AMD XP 2500+ with 512MB and an ATI 9600XT isn't a flame thrower, but it should run everything to some degree.
...No wonder consoles are "winning."
Also, I have kids. Young kids. And any gamer-parent knows that the first rule is to hide your CDs. I keep my originals SAFE. I MUST copy them onto the harddrive and use an image, or copy the disc. One minute alone with my computer is all it takes...
Requiring the CD also introduces unnecessary wear. DVDs are exponentially more vulnerable. I bought MGS2:Substance on DVD for PC, and the installer won't run due to a CRC error, le cry! I should be able to send my CD back for another - I can't exchange w/o the packaging - 3 years later.
To copy the original that I got from a store, I need a daemon tools and alcohol, so protections that require I not own those programs piss me off - at least put it on the damn box - It's my money and I deserve to know.
*or*
I could fire up bittorrent, download, install/patch, visit gamecopyworld, and start playing without having to go to the store, get bilked, figure out how to *keep* my game, and *then* play crappy FPS XXI (barring hardware issues and lack of patches.)
Shit, I've had freaking pop-cap games not work! Diner-Dash, crashes randomly - even after reinstalling windows. (Only thing left is to install new/more memory, and maybe a mobo replacement...) "Tech Support" doesn't exist, I get the middle finger for my $50.
Why can't all fpga/microcontroller manufacturers just release free optimizing compilers???
I don't know if anyone but me has noticed this, but Galactic Civilizations II (a recently released game), has absolutely no copy protection, and it's wonderful. No worries about losing my CD key, any sort of online authentication, or anything else. A great game, and a great set of developers.
Vandemar.org
Dude, instead of unplugging the drives, there is another way:
1. On BIOS, change the IDE detection to "No Drive Connected" or "Disabled"
2. Boot WinXP. It'll ignore the BIOS report of drives and do it's own detection. WinXP will find the CDROM.
3. Install Daemon tools.
4. Install your pirated game from the image you downloaded.
5. Open up your Device Manager and disable the physical CDROM.
6. Run the SFCrack or SFFuck tools to remove SF.
7. Play the game.
It works in almost every case. If you have a NForce3 mobo, you don't need to do anything. SF can't determone which drives are real and which are fake on NF3 chipsets.
BTW, X3 was a shitty game anyway.
I'd rather you do it wrong, than for me to have to do it at all.
Comment removed based on user account deletion
From what I understand, Starforce actually converts the executable, or parts of it, to a bytecode format which is encrypted and only usable with Starforce installed and functional. The developer can choose how much or how little to protect, generally leaving the high performance areas unprotected and a few well chosen pieces heavily protected. This effectively means that one needs to reverse engineer the Starforce bytecode or acquire the source for the executable.
This is also why a popular method for defeating SF in the past was to use the demo binaries with the full version data, which has now led to demos being infected with this crap.
I used to get high on life, but I developed a tolerance. Now I need something stronger.
I recently purchased Battlefield 2 from EA. After a Lengthy install, the game refused to run stating I had CDRom emulators on my system (I didn't). I verified in my device manager that there was a single CDRom and it was the physical one in the machine. I opened a support ticket with EA and got many canned answers that had nothing to do with my problems. When I finally got the attention of a tech there that had some insight, I was basically told I'm screwed. They didn't know why and weren't willing to refund my money. Compusa was also inwilling to provide a refund as the box had been opened. So I'm stuck with a $50 game I cannot run legitmately. I did however finally get it to run using pirate mechanisms.
Once again, this shows their copy protection only hurts those that buy the game.
I started with nothing and have most of it left.
Renting computer software without permission of the copyright holder was made illegal in the US by the Computer Software Rental Amendment Act of 1990.
In a nutshell:
On December 1, 1990, President Bush signed into law the "Computer Software Rental Amendments Act," an amendment of section 109 of the copyright law, prohibiting the rental, lease, or lending of a computer program for direct or indirect commercial gain unless authorized by the owner of copyright in the program. Behind the amendment was a concern that commercial rental of computer programs encourages illegal copying of the rented programs, depriving copyright owners of a return on their investment and discouraging creation of new works."
Previous to this amendment, you could rent computer software. I used to rent software via the mail for the Commodore 64 and Amiga computers back in the '80s - long before GameFly.
About the only thing you can do is buy used games on auctions sites like ebay or www.gameswapzone.com.
Sometimes my arms bend back.
I am a bit late in this thread, but I actually pirate software I have paid for.
That's right, I pay for a license, then download pirated copies. Why?
Because the copy protection schemes are so intrusive, I just cannot stand them. I do a majority of my 3d work ona laptop, and I don't have USB ports to spare for my 2+ dongles, much less want to run the risk of the dongles being stolen, OR should I mention the fact that the laptop won't even fit in the fucking case with the dongle on OR the fact that the sentinel driver software for the dongle is unstable and I don't want another 3rd party service running. Games too.. I grab a NO-CD crack for every game I own. All the data is on the HD, why should I have to have the damn disc in my cd drive constantly spinning up and spinning down eating my battery power? Not to mention that it *renders the optical drive useless*. It's so obnoxious.
Actually, the real problem is that these draconian copy protections make it easier for a pirate to play a game, than the person who actually made a purchase. Why buy a game and jump through 1000 hoops, when you can just get a pirated copy with all that garbage removed? It's as if they're encouraging piracy at this point...
Read: Rabbit Rue - Free serial nove
My user number is the same as my bank account balance. Woo!
:-(
Me too...
Ooh, a sarcasm detector. Oh, that's a real useful invention.
Wire a switch between your drive and the power or just get a USB/Firewire enclosure for your CD drive
Which is what I did, since it didn't like my drive on bloody legitimately bought games.
It's sad when you have to crack a game that you bought.
To find the intrusive Starforce device, look in Windows Device Manager, select Show Hidden Devices, and look for Starforce in the Non-Plug and Play tree.
Now that's something an application program should not be doing.
There's a StarForce removal tool, but it's from the Starforce people, and probably should not be trusted.
Starforce is threatening to sue Cory Doctorow for calling their product "malware". That would be amusing if they went through with it.
In recent months, there were numerous threads on the Bethesda Softworks message boards regarding whether TES: Oblivion would be released with Starforce as its copy protection scheme. Most people posting to these threads were steadfastly against the use of Starforce, and many stated that they would outright refuse to buy the product if it included Starforce.
Not too long ago, Neowin.net published a podcast interview with Pete Hines, the PR guy for the Elder Scrolls series. He was asked about the antipiracy scheme that Bethesda and Take Two planned to use on the PC version of Oblivion, and more pointedly, he was asked about Starforce.
He said (paraphrased) that while they couldn't comment on what antipiracy scheme they were going to use, they were not going to use Starforce.
Score one for the consumer.
My friend, this is why I make my purchases on Visa. If it don't work, backcharge. In most cases, when nobody else supports you, and the big guys are big enough that they can happily screw you, Visa will still bend them over, because they are bigger.
This one's quite a bit more devious though than a silly little shareware game. There's many layers to it. When you first run the game executable, it checks to see if you have the starforce drivers installed. If not, it installs them and you have to reboot before the game will work.
Once the drivers are loaded, the game will start up and make numerous calls though them which includes a load of debug-hostile code (standard anti-debug checks plus things like using the single-step and breakpoint interrupts as part of their own code). They manually load portions of the ntdll code into memory and call those functions via their own routines rather than making standard system calls. Pretty much the entire cd-check process is not written in x86 assembly. It's a CPU emulator with a virtual CPU of their own design. Reads the pseudo-code and their interpreter translates it instruction by instruction. So you have to figure out their opcodes and any associated decryption that takes place inside their virtual machine. Once you pass all this, the game itself might have entire functions removed and replaced with their virtual machine code as well. These would have to be figured out and replaced with x86 instructions so that the code is not dependent on their VM to run.
In some cases, they also encrypt a number of the game resource files (audio, textures, etc) into one large file instead, then redirect game calls for these files into it like an ISO image. This is the starforce file system (in newer versions, the first four bytes of these files is "SFFS"). You'll have to decrypt and extract all of these files as well.
Plus there's all sorts of other nasty tricks to make performing the above steps even more difficult..
Despite all of this, games with this protection HAVE been cracked completely... It just takes a lot of time and dedication by people with the right knowledge and inclination to do so.
If it were as simple as you think, this protection would have been tossed aside long ago, like so many others.
Meanwhile we have a sleeper hit called Galactic Civilizations 2
r eatens_.html
www.galciv2.com
It has NO ZIP ZERO NONE copy protection at all. Instead, they give feature filled updates and patches that require a valid serial # to download.
Here's what the latest patch does (and this was done in just a week or two, unlike the just announced and badly needed to fix critical issues Battle for Middle Earth Patch that wont be ready for release for a month):
http://www.galciv2.com/Journals.aspx?AID=104660
Notice that while there's a good amount of bug fixes (lots of it stuff most people wouldn't even notice) there's also a lot of added features and game content.
Here's an example of what fans have done in ship design in the game, incredible stuff:
http://forums.galciv2.com/?AID=105823
They just sold through thier first printing run after a couple weeks after release. And the 2nd batch of orders EXCEEDS the initial order! This is frigging UNHEARD of. No game sells more copies weeks after release than the first weeks. (except maybe half life 1, and that was from the most popular online FPS in the world, a free mod incidentally, called Counter Strike). And this from a game with no copy protection.
THIS is the model that should be pursued by game companies, improve the game as an incentive to buy it. Actually multiplayer games that let you only play online with a valid serial is a good method in and of itself to encourage purchasing a legit copy of a game. I've never understood why they felt the need to add additional copy protection if the main game that people are interested in is multiplayer.
Or at least companies should adapt the alternative model below:
Epic games has a great model I wish companies would emulate. After a few months to a year, they will often release a patch which REMOVES all cd based copy protection (you still need a valid serial to play online). Its GREAT not to have to put in the Unreal Tournament 2004 (UT2k4) DVD anymore when I want to play the game. I just click and go! After all, most copy protection is only designed to just delay a crack from being released on the internet. If it can just be delayed for a couple weeks (or even a few days), they get over the biggest amount of sales and pre-orders, and all the people desperate to play will probably have bought it. Even the copy protection people admit that its practicaly inevitable that a game will get cracked, they just hope to delay it. And almost always, the pain, suffering, incompatability and annoyances are mostly felt by LEGITIMATE CONSUMERS who have a purchased game! The pirate will just go grab a crack somewhere and apply it and hes set.
Anyway this is just my 2 cents. And all the above without mentioning the thing that is called Starforce. I'd better not say anything about that or else I could get sued:
http://www.boingboing.net/2006/01/31/starforce_th