Re: Why Must People Crack Games

Count in all the major game companies that got duped by their own damn system, and you have an indirect answer as to why some game devs don't do a server. Also,

blink_wizard wrote:

But...why can't you at least code a server that keeps track of what computers register what key to what game? I mean...if you worked sooooooo hard on that big game, it won't kill you to spend an hour or so writing code to protect from being cheated like that.

It's not a matter of can they do it, it's do they really want to, all things considered or otherwise? It's not just that hour of code that's factored in. What if a dev doesn't really have time to maintain the server on a regular basis should there be a fallout? This is why many devs turn to already existing drm solutions. The problem with those is that a lot require absurd payments, and are very intrusive. Armadillo was as good as it got, for a very reasonable price at the time, and you had full control over it and weren't relying on some outsourced server to go off of. The point is that they don't have to code it themselves with time they otherwise may not have. Bgt can only do so much, I mean look at the registration key data. Stored in plain site in the registry, under a folder of the software itself. Does that hold true for other software? Absolutely. But is it at least well hidden? Yes.

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