Copy protection, Customer prevention!@#!:
An open letter to
game producers on
game copy
protection.
Let me start out by telling you my views on game piracy
right out. It all boils down to one phrase with me. "If it isn't worth my
money, it isn't worth my time." As the picture below will show, that belief has
cost me a lot of money over the years, not all of the games have been worth all
the money I paid, but I'll get into that later.

Click to Enlarge
Now while I don't pirate games, I have many friends who do. More than
one of them has virtually the same collection of games shown in the above
picture, but they didn't pay for a single one. Others have paid for half,
pirated half, and others fall into differing ranges.
What it boils down to, is I have experience with both sides of the
coin when it comes to piracy or purchase. Over the years, this has led my
friends and I to come up with some very strong opinions on the different ways
game makers go about trying to prevent people from copying games, and the
various ways it affects our two camps. I'll let you know now, that both our
camps have come to the same end conclusion, it affects me a lot more than it
affects them.
What am I talking about? What do I mean? How can something designed
to deter theft actually affect the legitimate buyer more than the thief? Well
that's what I hope to explain during the course of this letter. Lets start out
with the most basic way a game producer can implement Copy Protection (CP from
here on).
"Insert Play disk":
This is as old as the hills, though not the oldest, it is the most
basic. If you don't have the disk, you can't play the game! During the time
when CD burners were $400, and the CD's more expensive than the games, this was
actually very effective. The average user couldn't afford to copy their games
and give them away to friends. As everyone knows, CD burners are cheap enough
now that you gave your old one to the 5 year old next door to play around with
when you got a nice DVD burner. CD's themselves can be as little as $0.05 a
piece! And that's only one way people can get around that method of CP.
There also used to be a time when hard drives were small, and games didn't
install all their content to them (many games still have options to leave some
content off the hard drives). So it wasn't even meant to be a form of copy
protection, it was just needed to save space. Now, in today's wonderful times,
you can get 1 Terabyte of storage for under $1000. People put images of dual
layer DVD's just so they don't have to swap out the disk to play a movie or a
game. Once again, this isn't really meant to be CP, it just works out that way.
And to be fair, I can't blame any game maker for wanting to save space on my
hard drives.
What I can get mad for, is games that require a play disk for no other reason
than to tick me off! Games that don't use the CD to play any music, load map
files, textures, movies or any other data. These games are as common as they
come. Probably 80+% of the games I have do this. Exceptions being the Unreal
Series, though they usually require the CD till the first patch comes out, then
there is an official "NO-CD" patch built in.
Thankfully, there are groups out there that modify the launch files of games to
remove this 'feature', but game makers are sometimes rabidly against the
unofficial "NO-CD" patches. Valve banned many users who grabbed the NO-CD/DVD
patch for Half
life 2, which I thought was particularly asinine to require in
the first place, since no one who had that patch would be pirating the game in
the first place!
When you sell your game online, and that doesn't have a CD/DVD to begin with,
which version do you think is going to be pirated and distributed on the net?
Valve too removed the DVD requirement after a patch, though unlike Unreal, it
was because of the thousands of people who were unable to play due to a bug in
the safedisc protection on the DVD's, not out of the kindness of their hearts.
Bottom line, requiring the disk to play doesn't stop even the most timid
pirate, and only serves to annoy legitimate users who end up having to search
through a pile of CD/DVD's and switch them out every time they want to play a
different game. And when the games are pirated, many of them come with the
NO-CD patches built in, so the pirate never has to deal with the annoyance of
downloading the patch themselves!
"What color is X on page X of the manual?":
Near as I can tell,
this is the oldest form of copy protection around (I stand to be corrected),
and is probably the one I have the least problem with, but that is mostly due
to it's rarity, and the fact that I have fond memories of playing "Tie fighter"
and looking through the manual to get the right code. If I were faced with it
in a new game, I would probably change my opinion on the spot.
With this system, once you know the pattern of questions, you can
simply write down the answers on a piece of paper when you give a copy of the
game away. So in the end, it still becomes just another annoyance to the end
user. While I haven't seen mass piracy of games that require this method, I'm
sure the downloadable copies of the games come with the list, or even don't
require it to be inputted. My example game Tie Fighter, released
versions years later on CD that didn't require the codes (or the CD!).
"XXXX-XXXX-XXXX-XXXX-XXXX":
"Now where the **** did I put that CD
case/manual/case!!!?!?!" I can't count the number of times I've
had that thought over the years, whenever I've had to reinstall a game after a
hardware or OS upgrade. It's beyond me why they never started putting the CD
Keys ON THE CD!!!! All the places game producers put the keys, making you
save a small manual or frail scrap of paper stuffed into the games box, who
actually thinks it's a good idea? Inevitably people lose whatever piece of
cardboard that has the CD key on it, and all you are left with is a useless CD
and a company that won't give you a new key because they think you will just
give it to someone who didn't buy the game.
The only situation where CD keys become a nuisance to pirates, is
in the case of a multiplayer game that has external authentication of a users
CD Key. Counter-Strike, Warcraft III etc. Of course with both those examples,
there are servers that have been modified to not require verification of a
users Key. If that were the only way around it, it would greatly decrease the
instances of piracy, but of course it isn't the only way. Through various
means, most of which I don't have a clue how they are accomplished, cracked
copies of the popular games are made available that circumvent online
verification. For both verified and unverified games, there is almost always a
small program distributed with the pirated game (Keygens) that will provide a
valid CD key. Some will just have a text file with a valid Key inside
for you to use.
For the legitimate buyer, CD keys can backfire. I've had
many situations where I go to play a game online, and somehow, someone has the
same CD key as me and is already playing (I have never once given out a CD key
for a game I've bought). Now, this can happen due to some Keygen creating the
same key as someone else, the pirates might have to go through hundreds of keys
before they find a working one, but generally they don't have to wait long.
More often though, the biggest cause of a legitimate gamer having problems
playing, is due to the external servers being out of reach, due to a crash, or
problem along the route over the internet. I will get into this more in the
next topic.
"Online verification":
It sounds simple enough, you input your CD key, then
make up an account with the games online service. After that point, your CD is
linked up to the account you've made. Best examples are Valve/Steam, and most
MMORPG's. Some MMORPG's are smart enough to not require CD keys as they realize
they are providing an online service, rather than just a physical copy of the
game.
Requiring a set of servers to be running 24/7 to authenticate
gamers has some obvious pitfalls. How many people couldn't play
Counter-strike:Source when it was initially released? I know I was one of many
who couldn't connect to the servers for hours after I installed Steam and
Half life 2. And what is going to happen 10 or 15 years from now if Valve dies
and someone wants to fire up that old game for some retro fun? Gamers still
play Doom 1 and 2 all the time.