Ask Slashdot: What Is a Reasonable Way To Deter Piracy?
An anonymous reader writes "I'm an indie developer about to release a small ($5 — $10 range) utility for graphic designers. I'd like to employ at least a basic deterrent to pirates, but with the recent SimCity disaster, I'm wondering: what is a reasonable way to deter piracy without ruining things for legitimate users? A simple serial number? Online activation? Encrypted binaries? Please share your thoughts."
You could choose to provide life-long updates for those that buy the tool. At least that made me pay for several programs.
The biggest thing you should worry about is not customers ripping off your product, but shovelware firms rebadging your product and stealing your market with their superior ability to reach the customer.
Just don't. The people who want to pirate will, no matter what you do. Any DRM would only inconvenience legitimate customers. Just make it easy to buy your software for people who want to do so, and provide something worthwhile for the money (e.g. answer support questions, respond to bug reports, etc.)
Proud member of the Ferengi Socialist Party.
Whatever you do, man, make it easy for people doing reinstalls to preserve the install key. A lot of times we redo a computer for a customer and we can't put back some software because there's no way to get the key. Something like an online system where you enter your e-mail address or something to re-register could be nice in those cases, assuming the worst case that whatever stored the registration was deleted.
Don't require online connectivity to run once registered though, that's just asking for trouble.
You can divide people into 3 categories: those that WILL buy it, even if they could pirate it, those that might pirate it or might buy it, and those that will not use it at all if they can't pirate it. The second group of people is going to be the only ones that you might convert from pirates to customers by imposing DRM and that group might be quite small. Don't screw over the first group with overintrusive DRM.
Seriously. Don't. If your program is any good, people will pirate it. Actually even if your program is terrible people will pirate it, just because they can. And they can, no matter what steps you take. However people are vastly more likely to give money to a indie developer. Pirates can be classified people that are either compulsive/hoarder pirates and wouldn't pay for it anyhow, genuinely need your program but cannot afford it, and people that will pay for it after a "trial run" when the realize you are an indie developer and your program is reasonably priced.
I'm a good cook. I'm a fantastic eater. - Steven Brust
One-time online activation seems to work pretty well and as an end-user I find this the least objectionable. Issue a unique code to the user and have them enter that into an online form and give them an activation code. Make sure the user can find this unique code/activation again if at some point in time they need to reinstall the product and limit the number of re-installs allowed to some reasonable number.
The simpler the better. My philosophy on this is that anyone with a moderate amount of determination will pirate your software. This is unlikely to heavily impact your bottom line, and (especially from an indie standpoint) you might not be able to afford the time, energy, and money required to implement a draconian DRM method anyway. Just use serial numbers or something equally mundane and then don't worry about anything beyond that, because you literally can't prevent determined piracy.
Shiver their timbers.
Seriously though... you will get a variety of answers here on Slashdot, ranging from "open source it and give it all away" to "put in ads and give it away". Charging for things seems to be a sin to some slashdotters.
I think a CD key, for PC games, strikes a reasonable balance, so long as you have some traceability (online activation is nice). Have you considered Steamworks? You'd have a distribution platform (though it wouldn't limit where you could sell it), and a proven, relatively non-intrusive DRM strategy.
Of course, Steamworks games get cracked, but you can never really stop determined crackers or pirates. All you want to do is encourage legit buyers to remain legit buyers. Steam is a pretty decent ecosystem for developers and gamers.
You have seemingly already decided that you're going to implement DRM, so the next question you should ask yourself is: "How much am I willing to inconvenience my paying customers?" Also in similar vein is the question: "How much time am I willing to spend on a protection scheme that will be circumvented anyways?" The problem with DRM is that it doesn't stop dedicated people at all, it merely stops the "let me borrow the CD and I'll install it, too" - crowd, nothing else, and therefore it's waste of both your and your customers' resources to use much time or effort on it.
A simple install-time-only online activation is probably the best of both worlds as long as you can ensure that your activation servers are always accessible. Anything else is just a losing game.
That's probably the easiest way to deter piracy: price it reasonably for it's job. Most people would rather get it legitimately than pirate it. Make it easy to download without going to shady download sites like CNet (I say shady because there's no way of telling where what they're hosting came from or who put it there, and I do not trust software where I can't trace it's provenance). Hosting downloads from your own domain will help, and leads into the next item: mark each copy you sell. Encode a serial number and buyer identity into each copy, making each one unique to the buyer. Make it clear when they buy that the copy's been stamped with their identity, and do the same on the initial splash screen if any and in the About dialog. This won't be seen by most people as anything particularly objectionable in itself, at the same time it'll make them skittish about just handing it out willy-nilly knowing that if someone they give it to uploads it to a torrent site or something it'll be them clearly identified as the source. It won't stop the hard-code pirates, but then very little will. It won't stop people from installing an extra copy for family. But it should be enough to convince the majority of people to tell their friends to just shell out the $15 for their own copy.
Trying to deter piracy with DRM is a losing battle. If people don't want to pay you, they won't pay. The trick is to get them to want to pay you.
The first step is to learn the art of asking: http://www.ted.com/talks/amanda_palmer_the_art_of_asking.html
Ask for money, don't demand it. Let them pay you whatever they think is reasonable, but communicate how much you want ($5 in this case) as a default.
And for all those freeloaders who decide not to pay you, and there will be plenty, show them some ads to recoup the cost. Better they see your ads than piratebay's.
You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
I worked on a tool to be used by consultants. These people have very sticky fingers. Are issue was how to we prevent consultants taking the software to another firm?
We compiled a build for each customer with there logo inserted into various places. So when you run a report, no matter what there user entered, the embedded logo would appear on the reports.
Going to another accounting firm, and then generating reports for your boss with your previous companies logo on it tend to get you frowned upon.
The Kruger Dunning explains most post on
I started and worked on a very successful iOS game with over 9,000,000 users (and now over 1m on Android).. In the earlier days, we saw that it's piracy was 3 to 1 (so there were at the time about 3m users per 1m paid).
We don't care. Every user who doesn't pay but enjoys the game spreads word about the game, which will work well for the sequel or for branded toys. Those who don't pay for it probably weren't going to, at least they've now heard of your brand and your game. Free marketing.
I find the kind of drm Packtpub do with their ebooks more acceptable. i.e.: make sure the application displays the buyer's name and address somewhere at all times. That way, the users themselves will protect the application from getting into the wrong hands. And if it gets onto the internets, you know who leaked it.
I do understand this means more work for you (recompile a part of your app for every single customer) but it is also a lot less trouble for the user (not having to mess around with registrations, serials, etc).
You don't need to recompile. A signed key file with the user name in it should work.
Piracy is a tax on being popular.
The less popular you are, the less of a tax it is.
It costs goodwill, it cost money, and it is for the most part not effective. What is effictive is to find a way to make money even with pircacy out there.
Read some posts at TechDirt. Find out if freeimum, or posting a comment or a product at thepiratebay or something else would work for your business.
There was an article about a director who made $60,000 last year on a project and spent $30,000 if it trying to deter piracy. She could have doubled her money by doing nothing. That was a case study. http://dilbert.com/strips/comic/1999-12-29/
vi +
Read this. Memorize it.
I did, but now I've forgotten C++. Thanks a bunch!
systemd is Roko's Basilisk.
I like simple one-time online activation (if it's an open download), or put it up on app stores with a price but no other measures. It's not much of a barrier to a pirate, any more than the lock on my front door is a barrier to a thief, but it sends a clear message: "this isn't free software, you're supposed to pay for this". That message will deter almost anyone who can be deterred.
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The cost of RE-creating the supply is nothing.
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