Stardock, Microsoft Unveil Their Own New Anti-Piracy Methods
Island Dog sends news that shortly after Valve showed off their new anti-piracy methods in Steamworks, Microsoft and Stardock were quick to demonstrate their new, similar technologies as well. All three companies are bending over backwards to say that this is not traditional DRM. Stardock (the company behind the Gamer's Bill of Rights) calls their system Game Object Obfuscation (Goo), "a tool that allows developers to encapsulate their game executable into a container that includes the original executable plus Impulse Reactor, Stardock's virtual platform, into a single encrypted file. When a player runs the game for the first time, the Goo'd program lets the user enter in their email address and serial number which associates their game to that person as opposed to a piece of hardware like most activation systems do. Once validated, the game never needs to connect to the Internet again." Microsoft's update to Games for Windows Live has similar protections. "You can sign in and play your game on as many systems as possible, but you have to have a license attached to your account. Of course, this only works for online games."
I'm still a huge Steam fan, but I must admit I've developed a soft spot for Stardock and their little Impulse. Windows Live, however? No thank you!
Demented But Determined.
It associates your account with the game the first time you run it? How does this combat piracy? Almost all software that is available for piracy is the pre-installation package.
What problem is this bulky, resource eater solving?
To defeat this system, all I need to do is to "share" my email account with other folks, or just setup an account just for game purposes. What about that?
Probably the third time I've written this, but the solution to the rampant piracy on the PC gaming platform is simply to offer the games as subscription downloads via a service such as Steam.
Effectively you would rent the game - Depending on how much you pay per month, you get a set amount of refundable credits to spend on the games. Newer games would cost more, whilst older titles would cost less. You could play as many games as your tokens permit, and revoke your rent on a game once you're done with it; or, more importantly, when you discover it is not for you or doesn't work well on your system. I'm lucky to own a console. I've bought PC games in the past, played them for a couple of weeks, gone off them but am effectively stuck with them. With my PS3 games, I just sell them back to the shop.
Additionally, the service could offer things like trophies and achievements (yes, I know Windows Lives already does this). Throw in a few classics that are free to play (such as Doom and Quake) and you've got a system with a lot of appeal.
The nice thing about this service is that, because it's a subscription, you can play the games on any machine by just logging into your account. There's probably a major, major flaw with this idea... but it looks good on paper.
THE HONOUR OF THE KNIGHTS - CC Licensed Sci-Fi Novel
That's where every DRM system fails: If you can't steal it, then you also probably can't buy it and use it. Broken is broken, regardless of intent.
The capacity to copy DVDs, is what gave me the capacity to play them. When DeCSS came out, I started buying DVDs.
My lack of capacity to access Bluray discs is what keeps me from copying them, but it's also what keeps me from being able to play them. When I get a HD TV, if I can't access (play) Blurays, then I'm not going to buy any. I'll just pirate them.
According to TFA, the authentication mechanism is supposed to be open so that any non-Stardock server can support it. I'm assuming that setting up a new server would require some type of permission from the publisher, but there weren't many details about how that would work.
Hell is other people's code.
The ability to "steal" content unfortunately is a necessary part of it being accessable and usable.
How true that is. When you look at the effort involved in keeping all your little registration codes straight for buying games online or keeping all CD's paired with their authentication keys versus pirating a game, piracy is the least hassle hands down. They're teaching everyone the wrong lesson here.
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
This is Bad News for me.
I like computer games. I have been buying games for years. I spent over $1000 for my Atari800 games. I spent over $1500 for my Amiga games. I spent that much for just MSDOS games. I have spent at least $2000 for Windows games. I have purchased many of the commercial games available for Linux.
I want to play my computer games. I still go back to games that I purchased years ago. Most of the time, I can use emulation/virtualization to enjoy a good game as long as I like.
At this point I have hundreds of data-points that show that the normal state of a game is unsupported. The normal state of a game developer is shutdown.
As far as I can tell, any game that requires on-line activation might as well be a rental. Just as soon as I start to like it, it will become unsupported. I would like to play Spore, but there appears to be no point. As soon as I start to enjoy it, it will be gone. The same thing goes for most of the current crop of 'activation required' games.
Fortunately, I already own a LOT of really good games that I can play however I want, anytime I want. The last week, I have been playing Starships Unlimited 3. Plays great in Wine! if you like turn-based strategy, you should pick up a copy from:
http://apezone.com/starshipsunlimited.php
before they go out of business.
Miles
The astroturf is flying thick and fast tonight. Astroturfers are lying scum.
Any consumer who says they "like" DRM is flat out lying. It provides significant costs to the consumer with zero benefits. Steam is just one more piece of crippleware - the only "benefit" it provides is downloading, something any website can do.