Slashdot Mirror


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 DriedClexler · · Score: 5, Funny

      by "so on and so forth", you of course mean a pony, right?

      --
      Information theory is life. The rest is just the KL divergence.
    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.

  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.
  4. I still hate copy protection schemes by jandrese · · Score: 5, Interesting

    Oh man, I remember moving up from the Commodore 64 to the Mac LC. Because 90% of the C64 software we had was "Load 'n Go" stuff for $1 (literally!) there wasn't much worry about copy protection. I can't remember a single thing we had on that system that had copy protection. The Mac however did have some surprises. We actually sent our first copy of SimCity back to Maxis because we didn't realize that the Red Card with the weird symbols was important and that strange dialog box (I was like 10 at the time, gimme a break) at the start was also important. I thought it was broken because every time you started the game it would throw disasters at your city constantly. The tech support guys were apparently trained to treat anybody asking about the copy protection like a theif, and never bothered to tell us what we had to do either (hence the useless return). Luckily, I figured it out with the second copy (unpacking the box myself instead of letting my brother do it and finding the red card made a big difference).

    Later on I played Chris Crawford's (I think that was his name) Patton Strikes Back. This one was interesting it that it let you run about halfway through the game, and then stopped and asked "are your papers in order"? It then directed you to a specific page in the manual and had you type in a specific word (third word on the second paragraph for instance). There was a slight problem though, the manual had apparently been revised a bit after the copy protection was put in place, so about 5-10% of the time, your game would be destroyed halfway through because it failed the copy check. That was after we got AOL and it was my first foray into piracy, as getting halfway through a tough game and then losing because the copy protection was buggy was a real outrage. This was the days before games released patches, so as far as I know unless you crack the thing there's always a chance of losing the war because of the copy protection.

    --

    I read the internet for the articles.
  5. Re:Ultima - color book by v1 · · Score: 5, Interesting

    The trick there was bleach. Bleach would strip the color off the paper but not the ink. So it would turn a print that was for example, grey ink on dark red paper (which would B&W copy to a sheet of black paper) into a tannish/reddish/white sheet of paper, and black lettering, easily photocopied.

    Anyone remember MordorCharge?

    --
    I work for the Department of Redundancy Department.
  6. Article sucks, but I remember two ... by Richard+W.M.+Jones · · Score: 5, Informative

    An extremely useless article even by slashdot standards, but I remember two copy protection schemes that sucked even more:

    Lenslock - used by a few 80s home computer games. I'm fairly certain it might have been a UK-only thing. It was horrible. You had to fold this crappy bit of plastic a certain way and hold it over a part of the screen. If you were lucky, and your TV wasn't too large or too small, you might be able to make out the decoded letters which you had to type in.

    And then one we used at work: Parallel port dongles. I used to work in electronic CAD and all the software used this, the result being you needed 5 or more dongles all plugged in at the same time to do any useful work. In the end we got someone in the workshop build a kind of "dongle motherboard" where you could plug in multiple dongles more conveniently than having them hang out the back of the machine, and more importantly pull them out to swap between machines.

    Happy days ... No, actually sucky days. I'm glad I use almost completely free software now.

    Rich.

  7. Re:The ultimate copy protection: by snl2587 · · Score: 5, Interesting

    Quality product at a reasonable price.

    ...and completely without copy protection. I can honestly say that I have only gotten cracks for games I already own a full license to, but I would have never needed to if the games hadn't been virtually padlocked with a faulty key.

    I bet a lack of copy protection would also lower the number of calls to tech support as well.

  8. Re:The ultimate copy protection: by arotenbe · · Score: 5, Funny

    I'd say the ultimate copy protection would be an awful, expensive product. On the other hand, it doesn't seem to be working for the music industry...

    --
    Tomato wedge sperm darts that are Republican.
  9. We Copied That Floppy by Doc+Ruby · · Score: 5, Informative

    I remember in the 1980s when game vendors started burning bad sectors into Atari 400/800 floppies on which they distributed their products. Their game's loader SW would try to read those sectors and abort if they weren't unreadable, thinking that pirates couldn't replicate them with just diskdup SW.

    The Atari 810 floppy drive (the highest density storage available, like a 1TB HD is now, and the only game in town other than ridiculous tape drives, except for the extremely rare and stratospherically expensive 5MB Corvus HD) had a little potentiometer in its circuitboard controlling timing of the eletromagnetic signal waveform sent to the write head, that could be turned out of calibration to deliberately write a bad sector. So pirates would map the original's bad sector list, then copy the good sectors, then detune the pot, then write to the list of bad sectors - ruining them, then retune the pot and boot the copy.

    Sure, that's pretty complex, voids the floppy warranty, and intimidates a lot of potential pirates. So instead, some people just stuck a disklabel to the edge of the target floppy, left the label sticking out of the drive, and grabbed that tab to jiggle the floppy while writing to each of the bad sectors - ruining them. Presto!

    Besides, the pro pirates had the same mass floppy duplicators with the same programmable "write bad sector" circuitry that the original game vendors had, so the large, commercial pirates weren't fazed (pun intended ;) one bit (gotcha again >:P), but lots of honest people couldn't back up their games (which were sensitive to all kinds of transient EM, like paperclip collector magnets on desktops), and the vendors spent valuable time and money on worthless copy protection.

    In fact, beating the copy protection was often more fun than the game. So around the world people were working to beat it, even if they never played the game again, but gave copies to friends just to show how ubergeek they were.

    This cat & mouse game is in fact the exact model for all SW copy protection. It's become only a worse value waste for the SW producers, especially in content. They should use their only advantage, their earlier possession of the SW/content, to make big bucks at the first release, just like Hollywood does for movie premiere big weekends. Then let the pirates do their distribution work for free, and charge for support, customization, and subscriptions to upgrades. And build brands to sell their future releases.

    Because "Don't Copy That Floppy" has been a losing battle, long before people would say "what's a floppy?"

    --

    --
    make install -not war

  10. Re:Indiana Jones and the Last Crusade by Bieeanda · · Score: 5, Interesting
    That reminds me of my favourite bit of copy protection. It was so elegant, I didn't even realize that it was more than just a bit of box fluff. Ultima 5 came with a whack of little things-- a symbol of infinity, a cloth map, a nice in-character manual describing creatures and spells and whatnot... and a narrow scroll that described the voyage of Lord British into the newly discovered Underworld, and his subsequent kidnapping by the Shadowlords.

    Imagine my surprise when I stumbled across the entrance to the Underworld that they used, and found myself able to trace LB's path all the way to the great chamber where his fallen companions still lay. Without that miniature walkthrough, and one page in the manual, with one line of musical notation, written as apparently nothing more than a window on Britannian culture, I'd have never been able to finish the game.

    Unfortunately the later games abandoned that completely. The documentation checks were all at the beginning of the game, and all referred to the bestiary, or lines of latitude and longitude on one of the included maps. What had once been pleasantly immersive (and a dirty, dirty trick on a cheap pirate) turned into a challenge and response to prove that you were the heroic Avatar. Kind of says something about the shift in the relationship between player and developer.

  11. Kings Quest III by AdamTrace · · Score: 5, Interesting

    From the article: "Perhaps the most notorious example of this method is Sierra's King's Quest III, in which lengthy passages of potion recipes and other information had to be reproduced from the manual. One typo, and you were greeted with a "Game Over" screen."

    I never viewed this as "copy protection", as such. If it was, I thought it brilliantly played into the actual game.

    The spot in the game is where you're creating a potion or magical item. You needed to follow the directions PRECISELY, or the spell would backfire. I remember typing VERY slowly and carefully, doublechecking everything. It really enhanced the experience of the game, for me.

    If it was meant purely as copy protection, I thought it actually ADDED something to the game.

    Adman

  12. Steam is not fine by LingNoi · · Score: 5, Interesting
    Steam is fine from a copy protection point of view, it's when they start disabling accounts of those who bought their game in Thailand to get it cheaper where I draw the line.

    Some consumers who purchased Valve's Orange Box from vendors located outside of their home country--mainly in an attempt to save on cheaper products--have recently reported that their otherwise legally-obtained games have since been deactivated by Valve's Steam software for territory violation. Talking with Shacknews, Valve's Doug Lombardi now says that the Steam software is merely carrying out this function by design. "Valve uses Steam for territory control to make sure products authorized for use in certain territories are not being distributed and used outside of those territories," said Lombardi.

    "In this case, a Thai website was selling retail box product keys for Thailand to people outside of Thailand. Since those keys are only for use in Thailand, people who purchased product keys from the Thai website are not able to use those product keys in other territories." So are users who bought the game outside of their own country completely out of luck? It appears so, as Lombardi recommends purchasing a legal copy from a local shop in order to keep playing. "Some of these users have subsequently purchased a legal copy after realizing the issue and were having difficulty removing the illegitimate keys from their Steam accounts," added Lombardi. "Anyone having this problem should contact Steam Support to have the Thai key removed from their Steam account."

    This really sucks for me as I travel to and from Thailand all the time. What do they expect? I buy the orange box in every damn country?!