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Ubisoft's New DRM Cracked In One Day

Colonel Korn writes "Ubisoft's recent announcement that upcoming games would require a constant internet connection in order to play has been discussed at length on Slashdot ('The Awful Anti-Pirate System That Will Probably Work'). Many were of the opinion that this new, more demanding DRM would have effectiveness to match its inconvenience, at least financially justifying its use. Others assumed that it would be immediately cracked, as is usually the case, leaving the inconvenience for paying customers and resulting in a superior product for pirates. As usual, the latter group was right. Though Ubisoft won't yet admit it, Skid-Row managed to crack the new DRM less than a day after it was first released."

28 of 678 comments (clear)

  1. Glad to know... by gad_zuki! · · Score: 5, Funny

    that Skid Row has done something since "Youth Gone Wild."

  2. Priceless by Greyfox · · Score: 5, Funny

    Engineering hours building unbreakable DRM: $1.6M
    Marketing devoted to managing customer hostility to new DRM: $800K
    Lost sales due to customers boycotting your product: $2M
    Having some wiseass kid from Sweden break your DRM on the first day: Priceless

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:Priceless by pushing-robot · · Score: 5, Insightful

      Funny? Try Insightful.

      Oh, and:

      Discovering you just spent a ton of money to make the pirated version more attractive: Doubly Priceless.

      --
      How can I believe you when you tell me what I don't want to hear?
    2. Re:Priceless by Andorin · · Score: 5, Insightful

      While I find this story hilarious (if true), according to the article, the actual DRM scheme of requiring constant internet connection has not been cracked. What happened is that Ubisoft chickened out and didn't implement the scheme fully - it included a feature (to be enabled by a patch if necessary) that allowed games to be played without internet connection after all, and this is what has been hacked.

      I didn't see that anywhere in TFA. The only place that mentions that is a single, anonymously left comment. Not exactly the most credible source.

      --
      That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
    3. Re:Priceless by fuzzyfuzzyfungus · · Score: 5, Interesting

      The thing is, "requiring a constant internet connection" isn't something that you can just tack on in an unhackable way.

      You can use the various DRMed binary obfuscation tricks to slow them down; but the hackers will eventually manage to neuter the internet checking stuff, producing a tame version that always returns what the program wants to hear, or a version of the program that doesn't even care.

      The only way to really force the issue is to actually move large chunks of vital game code to the server, and only provide the output of that code to the client. For instance, they could hypothetically ship the game with absolutely no AI code, and have every NPC in the game controlled by AI code on their server, just as if it were a multiplayer game. The trouble with doing that sort of thing is twofold: One is latency. There are only certain parts of a game's code that can reasonably be moved 100+milliseconds away from the user. AI would be doable, if suboptimal, because of our experience with providing adequate multiplayer FPS results. It'd be worse than doing it locally; but DRM shows a willingness to hurt paying customers, so so what? Second is cost: the more code you move to your server, the more computational capacity you need to maintain for the supported lifespan of the game. The more data you need to transfer back and forth, the higher your bandwidth bills, and the more customers with marginal connections you lose out on.

      The problem is, if the internet presence check is purely artificial, hackers will strip it out, just as they stripped out CD presence checks and offline serial key verification checks. If the internet component is vital, the hackers won't be able to simply strip the checks; because they'll be left missing whatever pieces are server side; but you run into new issues. If the vital component is static(certain textures or models or something aren't shipped; but are downloaded when needed) it'll be extracted and posted on bittorrent inside a week. If the vital component is dynamic(as in the AI example, where the client sends player location data and gets back a series of movement commands for NPCs) it cannot be usefully extracted; but you will take on substantial server load over the lifetime of the game, and whatever that dynamic component is will suffer from latency.

      This is where another problem comes in. Since your servers cost money, you want to make the server-side dynamic component as computationally cheap as possible. The simpler it is, though, the easier it will be for hackers to simply write an equivalent version of whatever it is, and make that version, running locally, available in their cracked copies. Unless you can find something that is, simultaneously, computationally cheap to run, very hard to rewrite, and fairly insensitive to latency, you are screwed.

      There may, in fact, at least for some games, be an aspect of the game that fulfills these criteria. In that case, anybody who wants to crack the game will, indeed, have to spend weeks or months doing real software engineering to re-implement whatever it was that you left off the disk and on your server(assuming a copy of that doesn't leak on day two, which would be embarassing) in addition to doing the basic cracking work required to defeat the artificial checks and any SSL style verification of the server the game binary is talking to.

    4. Re:Priceless by Anonymous Coward · · Score: 5, Funny

      The only place that mentions that is a single, anonymously left comment. Not exactly the most credible source.

      You insensitive clod!

    5. Re:Priceless by mjwx · · Score: 5, Insightful

      You can use the various DRMed binary obfuscation tricks to slow them down; but the hackers will eventually manage to neuter the internet checking stuff, producing a tame version that always returns what the program wants to hear, or a version of the program that doesn't even care.

      The problem with the way DRM is inserted into a game is the way DRM is inserted into a game.

      DRM cannot be programmed in from the word go as this would severely hamper the development team, they'd spend as much time fighting their own DRM programming as fixing bugs and writing new code. With EA/Ubi/Take2 working their dev's like slaves with ridiculous and unmovable deadlines this is considered impossible. So DRM is tacked on after a games completion, it's developed by a third party (Thales, Sony DADC and so forth), purchased and then tacked onto the exe or other binaries. If it weren't for this fact DRM would be extremely difficult to crack as it would be rooted so deep. DRM also accounts for at least 15% of a games cost at retail as it's covered by a per unit license, A$20 with the difference between Civ IV retail and Gal Civ II retail.

      So it is as you said, as long as the exe hears what it wants to hear from what sounds like the DRM it will run.

      News like this makes me happy, Ubisoft spend millions on this DRM, talks it up and it gets broken on the first day. I can believe that there is some justice in the universe, Karmic retribution at work.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    6. Re:Priceless by fuzzyfuzzyfungus · · Score: 5, Insightful

      (I realize that replying to yourself is sort of narcissistic; but I didn't think of this until just now...)

      It strikes me that the challenges of server-based DRM techniques are actually strongly analogous, in many respects, with the challenges of hardware dongle based DRM techniques.

      With both dongle and server setups you have a client(untrusted, presumably a nest of filthy pirate scum) where most or all of your binary is running. You also have a dongle or server which is computationally constrained but strongly trusted(at least compared to the client, no trust is perfect). You finally have a channel between them, either the internet or the USB bus.

      In both cases, you face the problem of the dongle/server being an artificial requirement. You can build your binary to demand it and freak out if it isn't there; but the binary lives on the untrusted client, and so that can be stripped.

      In both cases you have the option of getting around this artificiality problem by omitting vital parts of the program from the client and building them into the dongle or the server. In both cases, though, you are limited by the fact that computational power on the dongle or server is far more expensive, from your perspective, than computational power on the client(server computing power is cheap, per unit; but taking on the obligation to provide it on demand 24/7 for the next five years to everybody who bought a $60 box at retail, plus paying for bandwidth, isn't cheap. As for dongles, computational power, per unit, is way more expensive from a custom embedded chip fabbed and packaged to be tamper resistant and run from bus power than it is from the latest intel core whatever.).

      In both cases, there are two basic ways that hackers can get around you. Either they re-implement whatever you have moved off the client, and modify the client binary to talk to their implementation, or they illicitly obtain a copy of your implementation(dongle clone or server own/leak).

      There are some differences, though: The major advantage of the server approach is Global Knowledge. If every client talks to the server, and every client has a unique serial number, it is trivial to detect and reject cloned serial numbers(less trivial to know whether you are rejecting the cloner or the customer who legitimately purchased the retail box that the cloner targeted; but DRM isn't about customer satisfaction, so who cares?) With dongles, cloning is harder; but if some shady operation on the pacific rim decides to stamp out a million copies of one of your dongles, your client binaries will all happily accept them.

      The major disadvantage of the server approach is bandwidth and ongoing cost. USB2 is a 480Mb/s bus. Even in the real world, it is pretty damn fast compared to virtually any residential internet connection. The latency picture is even better. The "ping" to a USB device is virtually nothing, while client/server ping across the internet will always be nontrivial. Further, there are plenty of places(travelling, military, etc.) where an internet connection is either uneconomic or unavailable and, even when it is, tends to have lousy speed or latency or both. Hardware is much more portable, and the speed of the local bus will always be the same. Plus, with local hardware, you face no further bandwidth bills or server upkeep expenses.

  3. On the bright side... by binarylarry · · Score: 5, Insightful

    Ubisoft can always blame "those damn pirates" and claim the DRM development as a failed project tax write off.

    And the pirates can still play the game for free with no issues.

    And paying customers still get to take it in the ass, now AND when Ubisoft decides to can the online service.

    Win, Win, Weeeeee

    --
    Mod me down, my New Earth Global Warmingist friends!
  4. Re:Well, what a surprise by Bios_Hakr · · Score: 5, Interesting

    I'm a big fan of Silent Hunter. But I won't buy or play the new one until they release it sans DRM. It's really funny; watching the videos from Subsim, you constantly see messages about "no internet" and then, a few seconds later, "internet reconnected". That sure helps you to remain immersed in a faithful WW2 sub sim. After all, Adolph would have won if not for his shitty broadband connection.

    http://www.youtube.com/user/Subsim

    --
    I'd rather you do it wrong, than for me to have to do it at all.
  5. Re:Well, what a surprise by Anonymous Coward · · Score: 5, Interesting

    I'm a fan of Silent Hunter as well. And I work for Ubisoft, so I can get it for really cheap from the company store. However, they would have to pay ME to play that shit. As a result, I'll be downloading it via bittorrent, just like the rest of you. Kudos to the clever hacker.

  6. Normally vs. Now by Voyager529 · · Score: 5, Insightful

    Normally I actually pay for my games. In most cases, I do it the old school way - I buy physical discs from physical stores. Lately though, companies like Ubisoft seem like they're treating me like a criminal for giving them my money. At this point, they're really making it more convenient for me to prove them right.

  7. Re:Is DRM socially irresponsible? by Andorin · · Score: 5, Interesting

    Speaking of "socially irresponsible," DRM doesn't expire with a copyright, meaning that once a protected work falls into the public domain, people won't be able to use the work according to their rights under copyright law. Unless someone can point me to a clause in the DMCA that allows the circumvention of public domain works, that is. But people shouldn't have to crack public domain works to exercise their rights, whether it's legal to do so or not. (Plus, with anti-circumvention tools blanket-banned by the DMCA... well, I guess it doesn't matter whether it's legal, does it?)

    --
    That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
  8. Insolvent Company by headkase · · Score: 5, Insightful

    Exactly, what *when* they go out of business? Because on the scale of what gets done when a company is bankrupt customers are dead last. There are no more customers: the company is gone. What matters at that point is creditors and the more your owed the higher you are on the list. If there is no non-restricted version held in escrow with a lawyer who has explicit instructions to release when the company goes insolvent then FACT: Your purchase is gone.

    --
    Shh.
    1. Re:Insolvent Company by TheSunborn · · Score: 5, Informative

      No they did not. They said such a patch could be made. It does not currently exists and the question they don't answer is. If Ubisoft lose all their money, and go bankrupt, who is going to pay the developer for making the code to remove the drm.

    2. Re:Insolvent Company by Zaphod+The+42nd · · Score: 5, Insightful

      Its not really about when they go out of business; just look at companies today. NOBODY keeps game servers up for the entire lifetime of fans using the product. Hell, they just canned ALL xbox online functionality, and I was reading about all kinds of other games shutting down their servers, as soon as nobody's buying it anymore, its not profitable, so they shut it down and move on. If you ask em now, sure, they're gonna make it look like they'll be up for the life of the company, but thats completely unrealistic.

      I wish all developers would realize that in the real world you market at your CUSTOMERS. A business is concerned with profits, not vigilantism. If a game is playable single player, it should never lose the ability to be played on the proper hardware, even a hundred years later. Requiring a connection to a business owned server is ludicrous.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    3. Re:Insolvent Company by Aranykai · · Score: 5, Funny

      It does exist. It was just released by skid-row.

      --
      If sharing a song makes you a pirate, what do I have to share to be a ninja?
  9. Re:Is DRM socially irresponsible? by Anonymous Coward · · Score: 5, Insightful

    Doesn't matter really. Nothing released today is ever going to enter public domain (or, in any case, during any of our lifetimes). Copyright laws are almost getting worse than DRM... almost...

  10. Re:Is DRM socially irresponsible? by bertoelcon · · Score: 5, Insightful

    What is this public domain you speak of?

    --
    Anything can be found funny, from a certain point of view.
  11. Re:Is DRM socially irresponsible? by langelgjm · · Score: 5, Informative

    Unless someone can point me to a clause in the DMCA that allows the circumvention of public domain works, that is.

    The DMCA would only apply to access control mechanisms that protect an underlying copyrighted work. There is case law on this; simply cracking an access control mechanism is not enough to run afoul of the DMCA, there has to be something copyrighted that is being protected by it (e.g. not just a short number for example). (However, cracking and access control mechanism to a copyrighted work without infringing the work will run afoul of the DMCA, so the law is still idiotic).

    In this case if the work's copyright had expired, there would be no valid copyright in question, so the DMCA would not apply. But your point about the ban on distribution of tools in interesting... since in this hypothetical situation, a circumvention tool would probably contain material that could crack access controls on both copyrighted and copyright-expired works.

    --
    "Anyone who [rips a CD] is probably engaging in copyright infringement." - David O. Carson
  12. People are always in denial by rudy_wayne · · Score: 5, Insightful

    Imagine a person, in a casino, sitting at a slot machine. They're pumping coin into it and steadi;y losing everything. They know that they should walk away, but they can't. Walking away means admitting to themself and others that they lost. And so they keeping telling themself that if they keep playing long enough, they will win back enough to at least break even.

    The same is true of Ubisoft, Microsoft and all the other companies who keep pumping money into the DRM slot machine. Year after year they keep coming up with new DRM schemes to replace all the previous ones that have failed (ie, all of them). They can't stop. To stop would be an admisison of failure. An admission that even if they created uncrackable DRM, the extra sales revenue wouldn't even come close to covering the cost of creating and maintainging new DRM schemes.

    It would be funny, it it wasn't so stupid.

    1. Re:People are always in denial by TBedsaul · · Score: 5, Funny

      It would be funny, it it wasn't so stupid.

      It's still pretty funny...

  13. Re:You're all dicks by Andorin · · Score: 5, Funny

    The focus was not on sales.

    If lost sales aren't the problem, then what the hell are you whining about?

    --
    That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
  14. Re:Well, what a surprise by RsG · · Score: 5, Insightful

    Well if that happens then they blame the pirates for lost sales, which is the current way game companies deal with poor sales.

    Piracy rates are can be tracked. They'll know, to within a moderately narrow margin of error, how many copies were pirated, and they'll know exactly how many were sold. Both numbers will have been estimated prior to launch by the bean counters.

    If the game fails to reach its sales quota, but is pirated more extensively than anticipated, what that tells them is that even more extreme anti-piracy measures are needed. The difference between sales figures and sales projections will be treated as "lost sales", with the blame placed on the rising piracy figures.

    If the game tanks, and the piracy rates are no higher than expected, that sends a different message. It tells them that the piracy rates aren't to blame for the "lost sales" - customer boycotts are.

    The only way to kill DRM in the long run is to convince the people making the decisions that it's costing them more money than it's worth. Don't buy or pirate Ubisoft's crap. Don't give them money or mindshare. Write them off as a loss, and buy games from publishers who don't treat their paying customers this way. Either they'll learn to do better, or the publishers who don't saddle their games with this crap will out-compete the ones who do in the long haul.

    --
    Erotic is when you use a feather. Exotic is when you use the whole chicken.
  15. It only takes one. by KingSkippus · · Score: 5, Interesting

    The only thing that I'm surprised about is that companies remain so obstinately stupid in trying to implement Digital Rights Restrictions.

    Anyone who has ever been involved in software development knows that even when it comes to relatively simple systems, all it takes is one minor SNAFU, one little bug, for the whole thing to be laid bare before skilled hackers. And it doesn't even have to be a problem with your code; it can be in anything from firmware to the operating system to libraries you've linked to to the compiler you used. Add to this the fact that Digital Rights Restriction systems are hardly anything but relatively simple; they typically encompass very complex encryption, heavy duty mathematics, picky dependencies on very specialized hardware and/or software and/or connectivity requirements, etc.

    Also, how many people did it take to write your Digital Rights Restrictions system, and how smart were they? Let me tell you, it's not like there's just one guy holed up in a basement somewhere working on cracking the Digital Rights Restrictions of a popular game. There are thousands, maybe tens of thousands. And they all want that reputation boost (or sometimes even financial gain) of being The One Who Cracked [insert game title here]. Oh, and maybe your people are smart, but these people are frickin' brilliant.

    Yet still, these companies are under the delusion that after decades of abject failure after abject failure by companies much bigger and more motivated than they are to stop software theft, they're going to be the ones that come up with the magic bullet, that special recipe that will keep their software locked. So sure of it, in fact, that they're continually willing to invest a lot of time, money, and effort into their futile pursuit. The reality of the situation is that all it takes is one. One hacker, one flaw, and every cent you poured into your Digital Rights Restrictions system is *poof!* gone.

    I'd like them to hire me to create the Digital Rights Restrictions system they use for their next game. I'll charge them a few thousand dollars and put a text file on the root of the installation media that says, "It would really mean a lot to us if you would not copy this game illegally, so please don't. Thanks!" Now, I know you're probably thinking, "But Skippus, people would be able to copy the game from day one!" My contention is that I've saved them tens to hundreds of thousands of dollars and my Digital Rights Restrictions system lasted just one day less than the one they would have otherwise spent so much money on.

    1. Re:It only takes one. by Jurily · · Score: 5, Insightful

      You, sir, are a moron.

      How many regular, normal users are going to google/torrent the hack?

      None, they'll just get it with the game itself.

      Then scan it for trojans? (Believe me most copies will have one.)

      Look for the comments attached to the release, it'll tell you everything you need to know.

      And then install it from the cryptic readme text file? I'm talking non-geeks.

      People are not retards. By their second game, they'll know what "copy cracked exe over the original one" means.

      I'm talking non-geeks. People who send their PCs to the geek squad. People who've got no idea how a byte is different from a bit. You know, the other 99.7% of the user base.

      Irrelevant, they'll have geek friends. Sure, I have friends I'd rather trust with a house plant than a computer, but who the fuck are you to tell them they can't play with games they've already downloaded? (Mind you, in this country, it's legit for personal use.)

      They use DRM because DRM works on the majority of consumers.

      No, it works on the majority of their customers. Everyone else just gets it already cracked.

      If DRM causes the company to lose 10% of their base but pickup a new 11%, they don't care.

      DRM won't ever get you new sales. The game will, if it's good and/or marketed enough.

  16. Re:Is DRM socially irresponsible? by broken_chaos · · Score: 5, Informative

    Standard IANAL disclaimer. Just an interested amateur.

    Copyright is life of the author + 70 OR 95 years from publication OR 120 years from creation (in the United States). Life+70 is only used in some cases (non-anonymous, non-pseudonymous, non-work-for-hire) -- most works are under the flat 95 years from publication (or 120 years from creation for anything not published). But other countries have different laws -- Canada is life+50 instead of life+70, for example.

    What the GP was referring to, however, was how essentially nothing becomes public domain these days, due to *constant* lobbying by large corporations to extend and restrict copyright, patents, and trademarks (major extensions in the USA happening in 1976 and 1998 -- life+50/70 in 1976 and life+70/95 in 1998, both of these commonly believed to have been passed specifically as a result of Disney lobbying to 'protect' Mickey Mouse). That and the complexities of copyright law and revisions to those laws that make it nearly impossible to tell if a work is covered by copyright or not unless it was published prior to 1923 (which means it's definitely not).

    Once past 1923 (but before 1976), it depends on if a work was ever registered and renewed or not -- and by god, there are massive disputes over many works from this period (were they registered, who renewed them, were they renewed, who had the rights to renew them at the time, etc...). If published, registered, and renewed, it's 95 years from publication for any works between 1923 and 1976. If not published (but registered and renewed -- I don't think many, if any, works fit this), it would be 120 years. Once you hit 1976, it depends on if the work is covered under the life+70 or the flat 95. If the work has a non-anonymous, non-psuedonoymous author, and was not a work-for-hire, then you have to find out the date of death for the original author and add 70 years. If the work was anonymous, pseudonymous, or a work-for-hire, then the flat 95 applies. Unless that work was unpublished, in which case it's 120 years instead (and don't ask me what the barrier for 'publication' is, I have no idea). I also have no idea which does/doesn't apply if there are multiple authors or anything else vaguely unusual about a work's authorship.

    Anyway, this applies for works in the USA. International copyright probably gets even more nasty with the varied treaties/extradition/etc. Basic rule of thumb, currently, is that the USA has the longest copyright and anything before 1923 is therefore safe. Anything after that, you'd need to do a lot of research on who does/doesn't hold the rights. Or take a gamble that no one will care/notice -- but that's probably not smart.

  17. Re:Well, what a surprise by Anonymous Coward · · Score: 5, Interesting

    We get paid a salary. But we also get some residuals based upon the sales of our game. In this case, Silent Hunter and any other PC exclusive Ubisoft game are going to sell like shit for the next little while until this madness is stopped. The execs don't care, because they get to tell the shareholders that they are doing everything in their power to stop the evil pirates. So the execs get to keep their jobs and make tonnes of money. Everyone's happy, unless they are the developer, the consumer, or (ironically) the shareholder.

    So, yes. Pirating the game does take a few coins from the pockets of the developers of this game. But it's but a small fraction of the sales anyway, so it really doesn't matter. The point is that if the piracy rate actually INCREASES, then the execs might actually have to answer for this nonsense at some point. They'll no doubt spin it to look like angels, but I'm sure that if the piracy rate is really high, then this might end at some point.

    So, I say raise the jolly roger, but keep buying Indie games. That's where our future (hopefully) lies.