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Software Entertainment Games

A History of Copy Protection 536

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."
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A History of Copy Protection

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  • by Kneo24 ( 688412 ) on Monday June 09, 2008 @05:32PM (#23716023)
    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.
  • by nurb432 ( 527695 ) on Monday June 09, 2008 @05:33PM (#23716045) Homepage Journal
    Quality product at a reasonable price.

  • The real problem (Score:5, Insightful)

    by willyhill ( 965620 ) <pr8wak@gm[ ].com ['ail' in gap]> on Monday June 09, 2008 @05:35PM (#23716061) Homepage Journal
    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.

  • Copy Restriction (Score:5, Insightful)

    by Virtex ( 2914 ) on Monday June 09, 2008 @05:40PM (#23716127)
    We should call it what it is - copy restricton. It doesn't protect your copy nor your ability to copy. I could understand if it were called copyright protection, but that's just not the case.
  • New form of RIAA (Score:2, Insightful)

    by ChrisDavi ( 1272976 ) on Monday June 09, 2008 @05:43PM (#23716167)
    Funny how any form of digital media goes from retail to electronic, only to be more protected, then only to be broken. It will only be a losing battle between publishers, users, & crackers. If you can see or use any product, someone can break the protection. The only sure way of non payers using a piece of software, don't release it (or create it for that matter)
  • by Doctor_Jest ( 688315 ) on Monday June 09, 2008 @05:48PM (#23716223)
    Some have stopped putting up with it, but the resultant decline in sales is attributed to piracy, rather than a fed up customer.
  • by corsec67 ( 627446 ) on Monday June 09, 2008 @05:48PM (#23716233) Homepage Journal
    Many of these schemes can't prevent copying data, like CSS, online authentication or dongles, so they try to prevent execution.

    Even when used legitimately, a computer is going to make at least one copy of the program/data, first into main memory, then into the various levels of caches.
  • by profplump ( 309017 ) <zach-slashjunk@kotlarek.com> on Monday June 09, 2008 @05:57PM (#23716345)
    But with USB there's absolutely no way I can tell the difference between a dongle, and a bit of software that attaches to the USB chain. Or a single uber-dongle that emulates an number of other dongles after cloning from the original/loading a saved config. With parallel/ADB/serial dongles it was at least moderately hard, but with USB it's trivial.

    At the very least the USB dongle would have to do something sort of calculations to provide authentication using a cryptographic authentication system. Certainly you could build dongles with appropriate computing power, they quickly become expensive. And you still have to deal with the possibility of simply cracking the game to bypass the check and skip to the "yep, authenticated" portion -- the USB device would have to provide some bit of data that was necessary to execute the machine code but different from use-to-use, which is a non-trivial problem all on its own.

    Not to mention that no one would just use the USB block device driver -- they would all require that you install slightly different, conflicting drivers to read their USB dongles.
  • by MaWeiTao ( 908546 ) on Monday June 09, 2008 @05:59PM (#23716359)
    I remember copy protection from the days of 5 1/4 inch floppy disks, back when I'd have to boot off the game disk to play. The drive would start grinding like crazy before the game finally started. I never experienced problems but I recall hearing that the copy protection was taxing on the drive and could damage it.

    This prevented someone from just copying the files on the disk directly. But there was an application that just copied the image and got around that nonsense.

    Things haven't really changed. I don't understand why they just don't give up. This has been repeated many times, but it's true. All they're doing is inconveniencing consumers who actually paid for the product.
  • by Actually, I do RTFA ( 1058596 ) on Monday June 09, 2008 @06:00PM (#23716381)

    So you have problems with any copy protection, as long as it exclusively relies on "trust". Because of course copy-protection must raise hassels. There is some method of verifying you can run the software, and such methods can never be 100% accurate (there are lemons/shorts/ruination/reformats/internet outages/etc).

    The only other alternative would be a locked down OS (far moreso than Vista) with some sort of anti-modding hardware and a hypervisor. Even that would only mostly work, but it would work well enough to eliminate any other inconviences.

  • by BZWingZero ( 1119881 ) on Monday June 09, 2008 @06:04PM (#23716417)
    Technically, it is due to piracy. Because of all the anti-piracy measures, people aren't buying. Those anti-piracy measures were put in place to counter piracy. Therefore, indirectly, it is due to piracy.
  • The irony... (Score:3, Insightful)

    by damburger ( 981828 ) on Monday June 09, 2008 @06:06PM (#23716443)
    ...is that the people who are described as the good guys in this article are the ones who want to control your computer, and even more they refer to those wanting to choose what to do with their own computers as 'crackers'
  • by moderatorrater ( 1095745 ) on Monday June 09, 2008 @06:09PM (#23716465)
    So, a console?
  • by Brian Gordon ( 987471 ) on Monday June 09, 2008 @06:13PM (#23716513)
    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. Copying is non-destructive and game publishers lose nothing if someone downloads a game instead of going outside. Charge for matchmaking like Steam does. Provide an actual service instead of trying to keep a certain sequence of bytes a secret and hand it out selectively. That's just as offensive as 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0.
  • by Anonymous Cowpat ( 788193 ) on Monday June 09, 2008 @06:26PM (#23716683) Journal
    I feel less inclined to copy if I'm cheapskating over a reasonable price (when I say 'less inclined', I've never actually copied anything that wasn't abandonware, but feel more tempted to when it's something that I can't stretch to than something that I won't stretch to). If you're charging £15 I'll buy it, or I'll do without, I might even push that to £20 for something that had a good demo, but if you're charging £35 I won't buy it. *I* won't copy it either, but you still don't get a sale. The point is that with a reasonable price for the product you'll get the middle-ground people (who have some moral compunction against copying but lose it when they realise that you're trying to rip them off) to cough up. You probably get the same amount of money overall, I suppose the status quo lets you keep those pirate figures up.

    Perhaps the point of a reasonable price as copy protection is that your average man on the street likes to see rip-off merchants get ripped-off themselves. If you had someone come to your door, offer to clean your windows for "two-fifty", and then ask for £250 when the work was done, not £2.50, would you have any problem with writing a cheque for £250 and immediately cancelling it, thus getting whatever work was done for free? I don't think that most people would, and it's getting those 'most people' to not see the game publisher as the rip-off merchant, and thus be willing to pay the price asked for what they're getting, that reasonable-price-as-copy-protection is aimed at.
    If someone offers you a deal that is clearly a rip-off, do you just politely decline, or do you try to twist the deal so that you get to do the ripping off? Quite a lot of people would do the latter - that's the spirit behind quite a lot of piracy, and threatening people that they'd better accept your rip-off deal or else isn't going to make that spirit go away - not appearing to rip them off will. The fool and his money are easily parted - the rest of us don't like people who try to demonstrate the former of us by doing the latter.
  • by dhavleak ( 912889 ) on Monday June 09, 2008 @06:36PM (#23716805)

    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.

  • by RexDevious ( 321791 ) on Monday June 09, 2008 @06:41PM (#23716859) Homepage Journal
    E-Books *should* have been the first victims of internet piracy, simply because they were the smallest, and all the content was just good ol' plain text. Ever wonder why it's a hell of a lot easier to get a pirate copy of a whole DVD than it is to get one of a non-Guttenberged E-Book?

    One reason may be the incredibly elegant system of copy protection they used. You unlock the book with 2 pieces of information - the name and credit card number you used to buy the book. Now... someone might not think twice about throwing up a bunch of serialz out to the general public; but publishing their name and credit card number to a site that caters to thieves? Kinda loses it's appeal.

    Maybe I'm missing something here. Maybe people don't mind that e-books cost just the same as their paper counterparts. Maybe computer geeks would rather lug around paper versions of Cryptonomicon than read it off their PDA's, or iPhones. Maybe someone's already cracked the .pdb e-book format, and I just haven't run across it despite having found dozens of ways of cracking movies and software.

    If so - let me know. I'd love to transfer my existing e-book collection into plain text, or possibly loan copies of some titles to people I wouldn't necessarily trust my credit card number with. I can give copies to my mum, and she could give the same copy to someone else - but she'd have to give them all my credit card info for them to read it which makes her much more discerning.

    There are other little aspects to it as well - take a look at how e-books are sold to see why they aren't pirated and see if you think it could be applied to larger software offerings.
  • Re:DO NOT WANT (Score:2, Insightful)

    by Kneo24 ( 688412 ) on Monday June 09, 2008 @06:52PM (#23716995)
    You know, you can play your games in offline mode, where STEAM doesn't snoop on you all the time. That's great for single player games like Portal. Online games, ok, you can't exactly play them in offline mode. Now, at the very least, you can play half the games you mentioned.
  • by msauve ( 701917 ) on Monday June 09, 2008 @07:18PM (#23717293)
    there is much more than just the development cost to consider...marketing/advertising, support, distribution, duplication, packaging, paying the rent and utilities, R&D for enhancements, return on equity for the investors, etc.
  • by mpeskett ( 1221084 ) on Monday June 09, 2008 @07:25PM (#23717373)
    I've become convinced that the best protection against piracy is to get your customers to like you.

    Via Steam I've bought legit copies of Half Life 2 and the 2 episodes after having started playing a pirated copy because I decided I actually wanted to throw them some money for a quality game. I know Steam has some kind of protection, but it completely stays out of my face. I don't have to type anything in or remember to not lose a CD key... it just downloads and there it is.

    Other companies that make you jump through more hoops in order to access games that interest me less, and don't respond to criticism - instead doing the whole "faceless corporation" thing... they can go take a long walk off a short pier. Fuck them. If I can bypass their protection then I will, because I god honestly do not care about them.

    So yeah, if you want people to not pirate your games, make it so they want to pay you (There was another article I saw before about ways to add value beyond the media/content itself so that you're actually offering a better product than the free pirated copy, doing things that way works too). If you try and make it so they *have* to pay you, it won't work and they'll hate you and pirate your stuff just to spite you. The End.
  • by cdrguru ( 88047 ) on Monday June 09, 2008 @08:29PM (#23717999) Homepage
    This works fine for things that aren't too popular. Once you get something that is "popular" is when the pirates, crackers and reversers decide to attack.

    The problem with this scheme is that it works fine when people respect you and your product. Having something popular and suddenly 90% of the potential users will find a warez copy that somebody bought with a stolen credit card. And there is a keygen or whatever it takes to use the product without paying.

    Mostly, it is respect and there is damn little of it today. So companies try to force respect and that doesn't work either. Offering a good product at a realistic price doesn't work when people want to make it into a political statement.
  • Re:Out of print (Score:2, Insightful)

    by wazza ( 16772 ) on Monday June 09, 2008 @09:30PM (#23718395) Homepage
    This might not be the most popular response for our crowd here, but... either find & buy a second-hand copy of the software, or get over it.

    It's true that buying second-hand raises the problem of "How do we know they've destroyed all their copies of the program, when they sell it?", but I don't pretend to have a solution to that.

    However, if a company doesn't want to sell a particular product anymore, or doesn't want to sell it to _you_, then... you're out of luck. No company has an obligation to sell a particular customer anything. Righteous indignation on the phone may get them to change their mind, but it's still their mind that has to change in the end - you're not making the decision for them.

    It's just a tough break - and an example of how freedom to act operates.
  • by bit01 ( 644603 ) on Monday June 09, 2008 @10:00PM (#23718635)

    If I lose the key, that's my fault.

    No, it's a deliberate game breakage by the vendor. It's crippleware. It's only human to lose things, particularly things as ephemeral and meaningless as a license number, and to pretend it never happens is dishonest. Your game will die.

    The game still theoretically works.

    "In theory, there is no difference between theory and practice. But, in practice, there is." ~ Jan L. A. van de Snepscheut/Yogi Berra.

    Ownership is, by definition, the right to control. If the vendor controls it then you don't own it.

    ---

    DRM'ed content breaks the copyright bargain, the first sale doctrine and fair use provisions. It should not be possible to copyright DRM'ed content.

  • by kz45 ( 175825 ) <kz45@blob.com> on Monday June 09, 2008 @11:13PM (#23719297)
    "Probably the reason there is piracy is that the original value proposition of the software distributor is not an acceptable offer for some or many of the end users. Software pirates instead secure an alternative price-point for the same product through illicit redistribution methods. This accounts for why a drop in piracy does not result in an increase in sales."

    Have any proof to back this up? I didn't think so. I helped a friend out with his software company a couple of years ago, and sales were directly proportional to piracy. IE: When cracks on warez sites were fixed, sales went up as much as 70%.

    "The market for software is probably much smaller than the software-producers wish. To me, this seems like a problem with the business model and marketing department, to be honest. Social reengineering to secure a market for a product which many people find to be of poor value compared to alternatives is not an effective solution; the problem is not that pirates steal, it's that some users don't see value."

    Now you are trying to legitimize piracy. If something has no value to me, I don't download it or buy it.

    Everyone I have ever known that has pirated software, has done so because:

    1) the software has value
    and
    2) they don't want to spend money on it.
  • by Anonymous Coward on Tuesday June 10, 2008 @12:54AM (#23720283)
    That's a short-term argument. If people get your product for free, they have an economic advantage over the honest people who pay even just the reasonable price. In the long run this continuously lowers what is considered a reasonable price to the point where the price reflects just the advantage of buying over copying. While pirates have had entertainment at their fingertips and on their MP3-players for more than a decade now, honest people still need to jump through DRM hoops for some entertainment. That's a negative buying advantage! The conundrum is that not using DRM would probably not have changed the situation much, because people still would not be able to afford filling up their iPods legally. So what? If they can't afford it, then the iPod is not going to be full, right? No. The fact that people can and do get the product for free skews the price, because the honest people don't want to be left behind the "thieves." After all, the reasonable price for a product in unlimited supply is zero. The only marketable good here is the convenience of getting a file through legal channels, but that can't cover the cost of creating the products in the first place.
  • by mpe ( 36238 ) on Tuesday June 10, 2008 @05:34AM (#23722099)
    Companies that care about their customers won't fault you for losing something. If someone buys my game 10 years ago, loses their key, forgets their email address and forgets when they bought it, and formats their PC they can STILL get a fresh copy of the game just by emailing me and proving they are the guy/gal in my database by knowing stuff like their full name and address.
    If I can do that as a one man company, why can't all games companies?


    Because the smaller the company the more they tend to care about not annoying their customers.
  • by andi75 ( 84413 ) on Tuesday June 10, 2008 @06:41AM (#23722521) Homepage
    > You're fine as long as you buy the game from the region you say you're in.

    That's exactly the same stupid reasoning that's used for the #$^%&£! DVD region codes. If I buy a DVD on my vacation in the states, I can't watch it on my player at home, without going through some extra hassles.

    Vendors should have no right to put ANY export restrictions on stuff they sell. If they want to play in globally, they should accept their customers may want too...
  • by stbill79 ( 1227700 ) on Tuesday June 10, 2008 @08:03AM (#23723327)
    Completely off topic, but it is just another example of pseudo globalization - basically where the corporation gets to use the rest of the world to suit its motives, while not allowing the consumer the same opportunities. You can be damn sure that Valve has used cheap developers, manufacturing, and other benefits of the third world - all at the expense of Western workers. But when it comes time for the consumer to take advantage of the cheaper products in those same third world countries - forget it, our license forbids that...
  • by borg_cube ( 633339 ) on Tuesday June 10, 2008 @03:08PM (#23732291)
    So what happens when one day in the (hopefully) distant future, steam's servers go dark permanently. Will you still be able to play the games that you've bought, or are you really just renting them?

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