EA Releases DRM License Deactivation Tool
Dr_Barnowl writes "Electronic Arts has posted a SecuROM de-authorization management tool. Once downloaded, the tool will search your drives for EA games infested with the draconian online DRM system, and help you download their respective individual de-activation tools. This isn't a perfect solution, since it's still possible to run out of activations in the event of hardware failure or other source of data loss, but since the announcement that this particular DRM system will be dropped for The Sims 3 , it would seem that EA has had a minor epiphany about DRM."
I'm sure EA's hand was forced in part by the FTC's recent warning against deceptive DRM practices. Hal Halpin of the Entertainment Consumers Association commented further on the issue, suggesting to developers that such measures need to be displayed on game boxes, and that standardization of EULAs could be next on the list.
*sigh* Here we go again. Seriously, a code is the most simplistic and effective means of copy protection. One key = one install. Simple as that.
If you implement measures, that online / LAN multiplay is restricted to valid and unique CD-keys and executables cannot be cracked easily is one of the most reasonable methods to balance between players and publishers available.
It serves the following purposes:
- prevent non-paying customers from using unpaid-for online servers
- (inofficially) let people (via keygens) rather freely test-drive the full software, offline on their own machine with the option to buy a key and make your installation legit and online-enabled in seconds.
- ban detected cheaters from online play and introduce a financial risk to cheating (you have to buy a new key when you're caught) which deters non-hardcore cheaters from trying
- prevent mass copying of your software: if the same key is encountered online in the thousands, disable the key
- all this encourages defined and responsible ownership of the software: if you give out your key, you possibly cannot play online anymore
- and inofficially: limit the resale-value of a used key: as a buyer, you cannot be sure if the key is not banned for cheating or shared with the entire school/workplace of the reseller.
I don't know of people who been hindered from doing legit things with their paid-for software because of a cd-key. But I know several people who "test-drove" dozens of pirated games with a keygen who found out the game was so crappy that even downloading it was a waste of money and time.
=Smidge=
Is it just my observation, or is eldavojohn an idiot?
Does this also remove the other aspects of SecureROM, other than just 'number of installs?' Like the whole 'Hey, you have Nero installed! Therefore, you can't run this game! How dare you have standard computer equipment like a CD burner installed in your computer!'
Vintage computer games and RPG books available. Email me if you're interested.
I am a pretty avid game buyer. I got out of college, got a job, and suddenly found tossing out a couple hundred on video games occasionally wasn't a large expense. If I see a game that I want, I generally just buy it.
I skipped over Red Alert 3 and Spore.
Those are two games that I normally would have not thought twice about buying. I like video games, and they are not such a big expense for me where I have to spend much time thinking about if I want to buy it or not, but in the case of those two games I took a pass because of DRM. I can merrily ignore DRM if it doesn't affect me. Limited licenses, crippling applications installed onto my computer, nice big loop holes for security breaches? Thanks. I'll pass. Video games are nice, but not worth crippling my computer or supporting that kind of anti-consumer behavior.
EA needed to be taught a lesson and hopefully they learned it. Spore had the most crippling DRM of all times and was the most pirated game of all times. Pssst... EA... DRM doesn't stop pirates. It sure does piss off people who on a normal day would hand you a sweat wad of cash without thinking twice.
I recently installed some industrial software who's installation/licensing scheme struck me as incredibly brilliant.
They don't care how many machines you have, or even how many machines you install the software on. What they care about is that you are only ever using one instance of the software at a time, because that is the license you payed for.
To accomplish this, they use a 2-part licensing scheme that is based on an original license authorization, and a randomly generated key created upon installation. To transfer the authorization, you have to have the key generated by the software on the computer you want to transfer to first, then you can use it to generate a NEW authorization on the old machine. Generating a new authorization re-creates the original machine's key, breaking the authorization there, so a new transfer is required in order to use it again.
You can move it around all you want, you can even operate off of two machines if you want, you just have to re-authorize it each time. Also, because it's just a standard licensing scheme and not some crazy copy protection, it doesn't break any functionality.
Most people would find this reasonable, I think, and sure it's breakable, but the market for such a crack should be reduced, and if done well that's a hard system to circumvent. I think so anyway, I could be wrong.
Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
The Witcher (original, not the Enhanced Edition) shipped with a CD-Key that most people thought was useless. It allowed you to register your game with publisher Atari and get... not much.
However, the studio later released an Enhanced Edition, which added more cutscenes, more dialogue, more quests, two side-missions that stand alone from the main game, the official soundtrack, a CD of music inspired by the game and a "making-of" DVD. All this stuff was available for purchase; but the best part is the studio and Atari made all the new content available FOR FREE DOWNLOAD to all the owners of the original game who had registered their games using those previously mostly-useless CD keys.
The content could not be installed without keys. Of course pirates could just download cracked versions of the enhanced editions, but that's a humongous download, six gigs-plus and I doubt casual copiers would bother. Offering all that content free to confirmed, legitimate owners of the original edition wasn't just a nice thing to do, it was also a good incentive to have a legitimate copy of the game.
There were some problems in Canada - the bilingual manual was printed without keys. Oops. I'm one of the people who bought the original game and was stoked when I learned about the new content - only to flip through every page in the manual and find there was no fucking key. Good one, hope the proof-reader got fired for that. However, Atari support was pretty good, I filed a key request and two weeks later was happily slaying drowners with my silver sword - enhanced edition style.
Anyway, this might be a copy-protection scheme worth considering - downloadable content available only for legitimate, registered owners. I don't know how this would work with your game, but for me in my example, I thought it worked great (except for that shitty Polish download server they decided to use to release the enhanced edition content. Good idea, bad execution - make it EASY for customers to get the good stuff and they'll be less likely to visit TPB.)