THat last thread was right on topic.

if a player buys a game, Sim City 4, for example, and it doesn't work
right because E.A. servers screw off and take a coffee break, then the
player is ticked, and an internet meme begins.

It's a good point, though, that you don't have to stop everybody from
pirating to make it worthwhile, a point I'll remember when I get into
the game scene. I have no desire to make my game pirate proof, just
idiot proof. If the smart guys figure it out, well, they were already
a lost cause.

As for changing the nature of mankind, removing money from the
equasion would work. If we all bartered for software, it'd be really
funny.

I'll give you that game, because you taught me how to sing a pretty
song to my girl. Yeah. But you can't play online, because you haven't
given your regular amount of eggs to the ISP guy.

Signed:
Dakotah Rickard

On 5/1/13, Ian Reed <supp...@blindaudiogames.com> wrote:
> Hi Dennis,
>
> Thanks for taking the time to explain that further.  I found it very
> enlightening.
>
> I guess there are ways I had not thought about to further secure a
> client side game.
>
> Much appreciated,
> Ian Reed
>
>
> On 5/1/2013 9:41 AM, Dennis Towne wrote:
>> Ian,
>>
>> Obviously, games which have nearly all of the content hosted only on
>> the server, such as muds, are much more piracy proof, but there are a
>> lot of shades of grey in between fully server side and fully client
>> side.  Yes, there will always be ways to hack game executables, but
>> some are a lot harder than others.
>>
>> One of the easiest ways is to use some form of downloadable content,
>> with unique crypto keys per client and per account.  The idea would be
>> that when it's time to play chapter 2 for the first time, you have to
>> download and decrypt the chapter from the server, and the encryption
>> is tied to your account.  You give the file to somebody else, it
>> doesn't work.  You give your keys to somebody else, it doesn't work.
>> You hack out the little piece of code that does authentication, and
>> you can no longer decrypt the file, and it doesn't work.
>>
>> There's a lot of weaker ways of handling things too, and no sane
>> developer would expect any of these to be perfect - they merely have
>> to be hard enough to work around that it isn't easy to just give the
>> crack to someone else.  If LeetHacker6 manages to crack and decrypt
>> the game, that's fine - but if he can't easily give the crack to other
>> people, it's not going to be as big a problem as just posting valid
>> keys to a bulletin board.
>>
>> The final piece of the puzzle is that all of this stuff has to be
>> completely invisible to real players.  Real players buy the game,
>> start it up, and want to play.  If the protections fail or go stupid,
>> all the player knows is that the game sucks and won't work right.
>>
>>
>> Dennis Towne
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>>
>> On Tue, Apr 30, 2013 at 8:15 PM, Ian Reed <supp...@blindaudiogames.com>
>> wrote:
>>> Hi Dennis,
>>>
>>> You said: This is why I won't bother to produce any standalone games
>>> unless
>>> I
>>>
>>> intend to give them away.  Anyone who thinks they can sell standalone
>>> games without strong 'phone home' server authorization and make money
>>> is fooling themselves.
>>>
>>> I say: Very interesting comment.
>>> I'd like to break down the strong 'phone home' server authorization term
>>> to
>>> understand it better.
>>>
>>> Obviously game clients that require a server in order to play are very
>>> piracy proof.
>>> Your Alter Aeon is a good example of this though you do not charge for
>>> player accounts, but if you did it should be easy to ensure any created
>>> account had to be paid for.
>>>
>>> Were you also implying that a standalone game that for instance, contacts
>>> a
>>> server every time it is opened and does not let someone play unless the
>>> server could be contacted would be pirated less than one that just uses
>>> an
>>> unlock code?
>>> Or did the line stop with a game client that actually requires the server
>>> to
>>> play?
>>>
>>>  From things I read ages ago I got the impression that a game could be
>>> patched to take out the small bit of logic that contacts the server just
>>> as
>>> elete hackers can reverse engineer your executable to see what key
>>> generation scheme you use.
>>> If that is the case then I don't know of any anti piracy mechanism that
>>> would stop elete hackers except for the game really being on the server
>>> and
>>> the player only having access to the client.
>>> And if piracy rates are as high as you say it is a pretty difficult
>>> problem.
>>>
>>> Ian Reed
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