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A History of Copy Protection

GamerGirll1138 writes to tell us Next-gen has an amusing walk down memory lane with their history of copy protection. There have been some crazy schemes over the years to ensure that you paid for your software, everything from super-secret decoder rings to ridiculous document checks. "With bandwidth expanding and more and more games publishers exploring digital distribution, there's little doubt that we're entering a new phase in the history of copy protection and those who would defeat it. What's more, the demand for games as a chosen form of entertainment has never been higher. All this considered, it's impossible to believe that the cat-and-mouse game of piracy and copy protection will not reach new levels of intensity, with new technologies deployed on each side, and that some of them will surely create new hurdles for even those who simply wish to purchase and play the newest games. Ah, for the heady days of the code wheel."

15 of 536 comments (clear)

  1. I have no issues with copy protection if... by Kneo24 · · Score: 5, Insightful

    it doesn't treat me like some criminal. I don't want my software to stop working because I had no internet access, and I now have to go out of my way and call technical support. I don't want my software to install root-kits on my PC because it thinks I might be a pirate. I don't want copy protection to be less useful than the pirated version. And so on and so forth.

    1. Re:I have no issues with copy protection if... by Actually,+I+do+RTFA · · Score: 4, Insightful

      So you have problems with any copy protection, as long as it exclusively relies on "trust". Because of course copy-protection must raise hassels. There is some method of verifying you can run the software, and such methods can never be 100% accurate (there are lemons/shorts/ruination/reformats/internet outages/etc).

      The only other alternative would be a locked down OS (far moreso than Vista) with some sort of anti-modding hardware and a hypervisor. Even that would only mostly work, but it would work well enough to eliminate any other inconviences.

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    2. Re:I have no issues with copy protection if... by dhavleak · · Score: 5, Insightful

      I don't feel for the publishers at all. Their software is an infinite good.. it doesn't make sense to charge for copies when it costs a penny to press a disk and costs a hundredth of that to offer it for download.

      Strongly disagreed

      It doesn't matter that it takes 1 cent to press a disk. How much did it cost to make the software, and how many disks did you sell? If your development cost was 10 million dollars, and you sold 10 million copies, you would have to charge at least $10 per disk to break even -- simple math.

      It doesn't matter that it's an infinite good either, and that at $10 per copy, every sale after 10 million is profits. They are still entitled to think that they are providing you with a product/service that is worth at least $10 and that is what they ask you to pay them for it. Easy example is a $50 game that you spend one month playing for about an hour a day -- it's not an unreasonable price to ask -- if a customer isn't willing to pay that price, they shouldn't buy the game. If consumers show a trend of "getting the game by hook or by crook", then the publisher will add copy-protections.

      It's really that simple -- it comes down to simple human nature. As long as there exists theft / shrink / infringement (whatever you wanna call it), there will be copy-protection. It's up to the govt./courts to step in and define our (consumer's) rights clearly to make sure our rights don't get trampled on by these copy-protection mechanisms.

    3. Re:I have no issues with copy protection if... by mpeskett · · Score: 4, Insightful

      I've become convinced that the best protection against piracy is to get your customers to like you.

      Via Steam I've bought legit copies of Half Life 2 and the 2 episodes after having started playing a pirated copy because I decided I actually wanted to throw them some money for a quality game. I know Steam has some kind of protection, but it completely stays out of my face. I don't have to type anything in or remember to not lose a CD key... it just downloads and there it is.

      Other companies that make you jump through more hoops in order to access games that interest me less, and don't respond to criticism - instead doing the whole "faceless corporation" thing... they can go take a long walk off a short pier. Fuck them. If I can bypass their protection then I will, because I god honestly do not care about them.

      So yeah, if you want people to not pirate your games, make it so they want to pay you (There was another article I saw before about ways to add value beyond the media/content itself so that you're actually offering a better product than the free pirated copy, doing things that way works too). If you try and make it so they *have* to pay you, it won't work and they'll hate you and pirate your stuff just to spite you. The End.

    4. Re:I have no issues with copy protection if... by bit01 · · Score: 4, Insightful

      If I lose the key, that's my fault.

      No, it's a deliberate game breakage by the vendor. It's crippleware. It's only human to lose things, particularly things as ephemeral and meaningless as a license number, and to pretend it never happens is dishonest. Your game will die.

      The game still theoretically works.

      "In theory, there is no difference between theory and practice. But, in practice, there is." ~ Jan L. A. van de Snepscheut/Yogi Berra.

      Ownership is, by definition, the right to control. If the vendor controls it then you don't own it.

      ---

      DRM'ed content breaks the copyright bargain, the first sale doctrine and fair use provisions. It should not be possible to copyright DRM'ed content.

    5. Re:I have no issues with copy protection if... by mpe · · Score: 3, Insightful

      Companies that care about their customers won't fault you for losing something. If someone buys my game 10 years ago, loses their key, forgets their email address and forgets when they bought it, and formats their PC they can STILL get a fresh copy of the game just by emailing me and proving they are the guy/gal in my database by knowing stuff like their full name and address.
      If I can do that as a one man company, why can't all games companies?


      Because the smaller the company the more they tend to care about not annoying their customers.

  2. The ultimate copy protection: by nurb432 · · Score: 5, Insightful

    Quality product at a reasonable price.

    --
    ---- Booth was a patriot ----
  3. The real problem by willyhill · · Score: 5, Insightful
    The submission touches on the real problem, that this epic battle between companies and the freeriders eventually ends up affecting normal people more than really preventing copying. I have friends who are avid gamers but actually end up pirating the games they buy because it's too difficult to deal with the copy protection crap.

    On the other hand I think this will eventually reach a breaking point and these normal people (who are the paying customers) will stop putting up with said crap. That will be an interesting development for sure.

    --
    The twitter monologues. Click on my homepage and be amazed.
    1. Re:The real problem by Doctor_Jest · · Score: 4, Insightful

      Some have stopped putting up with it, but the resultant decline in sales is attributed to piracy, rather than a fed up customer.

      --
      It's the Stay-Puft Marshmallow Man.
  4. Copy Restriction by Virtex · · Score: 4, Insightful

    We should call it what it is - copy restricton. It doesn't protect your copy nor your ability to copy. I could understand if it were called copyright protection, but that's just not the case.

    --
    For every post, there is an equal and opposite re-post.
  5. Execution Restriction by corsec67 · · Score: 3, Insightful

    Many of these schemes can't prevent copying data, like CSS, online authentication or dongles, so they try to prevent execution.

    Even when used legitimately, a computer is going to make at least one copy of the program/data, first into main memory, then into the various levels of caches.

    --
    If I have nothing to hide, don't search me
  6. Grinding disk drives. by MaWeiTao · · Score: 3, Insightful

    I remember copy protection from the days of 5 1/4 inch floppy disks, back when I'd have to boot off the game disk to play. The drive would start grinding like crazy before the game finally started. I never experienced problems but I recall hearing that the copy protection was taxing on the drive and could damage it.

    This prevented someone from just copying the files on the disk directly. But there was an application that just copied the image and got around that nonsense.

    Things haven't really changed. I don't understand why they just don't give up. This has been repeated many times, but it's true. All they're doing is inconveniencing consumers who actually paid for the product.

  7. No mention of e-books? by RexDevious · · Score: 4, Insightful

    E-Books *should* have been the first victims of internet piracy, simply because they were the smallest, and all the content was just good ol' plain text. Ever wonder why it's a hell of a lot easier to get a pirate copy of a whole DVD than it is to get one of a non-Guttenberged E-Book?

    One reason may be the incredibly elegant system of copy protection they used. You unlock the book with 2 pieces of information - the name and credit card number you used to buy the book. Now... someone might not think twice about throwing up a bunch of serialz out to the general public; but publishing their name and credit card number to a site that caters to thieves? Kinda loses it's appeal.

    Maybe I'm missing something here. Maybe people don't mind that e-books cost just the same as their paper counterparts. Maybe computer geeks would rather lug around paper versions of Cryptonomicon than read it off their PDA's, or iPhones. Maybe someone's already cracked the .pdb e-book format, and I just haven't run across it despite having found dozens of ways of cracking movies and software.

    If so - let me know. I'd love to transfer my existing e-book collection into plain text, or possibly loan copies of some titles to people I wouldn't necessarily trust my credit card number with. I can give copies to my mum, and she could give the same copy to someone else - but she'd have to give them all my credit card info for them to read it which makes her much more discerning.

    There are other little aspects to it as well - take a look at how e-books are sold to see why they aren't pirated and see if you think it could be applied to larger software offerings.

  8. Re:Steam is not fine by andi75 · · Score: 4, Insightful

    > You're fine as long as you buy the game from the region you say you're in.

    That's exactly the same stupid reasoning that's used for the #$^%&£! DVD region codes. If I buy a DVD on my vacation in the states, I can't watch it on my player at home, without going through some extra hassles.

    Vendors should have no right to put ANY export restrictions on stuff they sell. If they want to play in globally, they should accept their customers may want too...

  9. Re:Steam is not fine by stbill79 · · Score: 4, Insightful

    Completely off topic, but it is just another example of pseudo globalization - basically where the corporation gets to use the rest of the world to suit its motives, while not allowing the consumer the same opportunities. You can be damn sure that Valve has used cheap developers, manufacturing, and other benefits of the third world - all at the expense of Western workers. But when it comes time for the consumer to take advantage of the cheaper products in those same third world countries - forget it, our license forbids that...