Re: [Audyssey] Piracy rate?

2013-05-07 Thread Dakotah Rickard
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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Re: [Audyssey] Piracy rate?

2013-05-01 Thread James Bartlett
Yes but people do things like that all the time. 


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Re: [Audyssey] Piracy rate?

2013-05-01 Thread Trouble
That would depend on the country in witch the crime was committed. Do 
they hold up the US copy right law or do they have one of there own? 
Your walking a very gray area there.


At 01:47 AM 5/1/2013, you wrote:

Hi Enes,

I don't know. The law I sited earlier, the No Electronic Theft Act,
applies only to the United States and its citizens. I don't know what
is in place for international cyber crimes. I assume they must have
something in place.

Cheers!


On 4/30/13, enes enes.sari...@gmail.com wrote:
 hi thomas,
 doesn't that amount of jailtime and  money change based on which country
 the dev is in and the user is in?

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Re: [Audyssey] Piracy rate?

2013-05-01 Thread Dennis Towne
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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Re: [Audyssey] Piracy rate?

2013-05-01 Thread Ian Reed

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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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Charles Rivard
Speaking of piracy, does anyone know the approximate cost, or what would be 
involved in, penalizing these pirates to the full extent of the law, and 
what you would get in return for the money, time, and effort spent?  You can 
answer off list in order to not think the answers would make them feel that 
it is safe to pirate because nothing would be done about the rampant 
problem.  Could it be possible for developers to get together and split the 
cost involved?  Thanks.


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: gamers discussion list Gamers@audyssey.org
Sent: Tuesday, April 30, 2013 7:10 PM
Subject: [Audyssey] Piracy rate?



Hi guys,
I am incredibly curious.
JHow does an audio game developer discover how many people have pirated 
their game? I mean, 90% is huge. I have trouble starting my computer, but 
apparently most of the VI community has developed super villain hacking 
skills. Is there a special class?
Ok, I am being facetious, but it just sounds really improbable to me. How 
do you know? Are you able to track it ? If you can track it, can't you 
stop it once tracked?


Thanks for any input,
al

The truth will set you free
Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Draconis

Don't want to get into too many details publicly, but, at least for our part, 
there are certain things we've been able to track over the course of many, many 
years. By collecting as much data as possible, you can make reasonably well 
educated guesses on how many users have pirated a particular title, and compare 
that to the sales you have had.

On Apr 30, 2013, at 8:10 PM, Allan Thompson allan1.thomp...@cox.net wrote:

 Hi guys,
 I am incredibly curious.
 JHow does an audio game developer discover how many people have pirated their 
 game? I mean, 90% is huge. I have trouble starting my computer, but 
 apparently most of the VI community has developed super villain hacking 
 skills. Is there a special class?
 Ok, I am being facetious, but it just sounds really improbable to me. How do 
 you know? Are you able to track it ? If you can track it, can't you stop it 
 once tracked? 
 
 Thanks for any input,
 al
 
 The truth will set you free
 Jesus Christ of Nazareth 33A.D.
 ---
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Allan Thompson
Hmmm,
Like a audio anti piracy defense fund?

al


The truth will set you free
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Charles Rivard 
  To: Gamers Discussion list 
  Sent: Tuesday, April 30, 2013 8:20 PM
  Subject: Re: [Audyssey] Piracy rate?


  Speaking of piracy, does anyone know the approximate cost, or what would be 
  involved in, penalizing these pirates to the full extent of the law, and 
  what you would get in return for the money, time, and effort spent?  You can 
  answer off list in order to not think the answers would make them feel that 
  it is safe to pirate because nothing would be done about the rampant 
  problem.  Could it be possible for developers to get together and split the 
  cost involved?  Thanks.

  --
  If guns kill people, writing implements cause grammatical and spelling 
  errors!
  - Original Message - 
  From: Allan Thompson allan1.thomp...@cox.net
  To: gamers discussion list Gamers@audyssey.org
  Sent: Tuesday, April 30, 2013 7:10 PM
  Subject: [Audyssey] Piracy rate?


   Hi guys,
   I am incredibly curious.
   JHow does an audio game developer discover how many people have pirated 
   their game? I mean, 90% is huge. I have trouble starting my computer, but 
   apparently most of the VI community has developed super villain hacking 
   skills. Is there a special class?
   Ok, I am being facetious, but it just sounds really improbable to me. How 
   do you know? Are you able to track it ? If you can track it, can't you 
   stop it once tracked?
  
   Thanks for any input,
   al
  
   The truth will set you free
   Jesus Christ of Nazareth 33A.D.
   ---
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   gamers-unsubscr...@audyssey.org.
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   http://www.mail-archive.com/gamers@audyssey.org.
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   list,
   please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Allan Thompson
Thank you for answering.
I appreciate the sensetivity of the subject, so thanks. I was just shocked to 
hear such a high percentage. 
al 


The truth will set you free
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Draconis 
  To: Gamers Discussion list 
  Sent: Tuesday, April 30, 2013 9:09 PM
  Subject: Re: [Audyssey] Piracy rate?



  Don't want to get into too many details publicly, but, at least for our part, 
there are certain things we've been able to track over the course of many, many 
years. By collecting as much data as possible, you can make reasonably well 
educated guesses on how many users have pirated a particular title, and compare 
that to the sales you have had.
---
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Thomas Ward
Hi Charles,

Well, if a developer wants to prosecute a software pirate to the full
extent of the law all they have to do is report it to their local
prosecutor and report it as a theft. According to the 1997 No
Electronic Theft Act a convicted software pirate can receive five
years in jail and a $25 fine. That's if a developer wants to press
criminal charges.

If a developer wants to sue for damages the minimum is $15  per
instance of illegal copyright infringement. So if Joe gives his key
out to 10 people and the developer can track his key to all 10 people
he can be sued for a total of $1.5 million in damages. Of course, as
we've already established most blind people aren't rich so there is no
way to get $1.5 million in damages from a pirate.

The irony here is while most developers have been rather light handed
about piracy if they wanted to get nasty they could really make their
lives miserable. I think five years in prison and $25 in fines
might discourage a few pirates you think?

Cheers!


On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:
 Speaking of piracy, does anyone know the approximate cost, or what would be

 involved in, penalizing these pirates to the full extent of the law, and
 what you would get in return for the money, time, and effort spent?  You can

 answer off list in order to not think the answers would make them feel that

 it is safe to pirate because nothing would be done about the rampant
 problem.  Could it be possible for developers to get together and split the

 cost involved?  Thanks.

 --
 If guns kill people, writing implements cause grammatical and spelling
 errors!

---
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Charles Rivard
I would think so.  I don't know how much money Draconis lost in possible 
sales when someone pirated Monkey Business and made it available to others. 
I seem to remember that there were a lot of downloads all of a sudden, 
though.


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 8:48 PM
Subject: Re: [Audyssey] Piracy rate?



Hi Charles,

Well, if a developer wants to prosecute a software pirate to the full
extent of the law all they have to do is report it to their local
prosecutor and report it as a theft. According to the 1997 No
Electronic Theft Act a convicted software pirate can receive five
years in jail and a $25 fine. That's if a developer wants to press
criminal charges.

If a developer wants to sue for damages the minimum is $15  per
instance of illegal copyright infringement. So if Joe gives his key
out to 10 people and the developer can track his key to all 10 people
he can be sued for a total of $1.5 million in damages. Of course, as
we've already established most blind people aren't rich so there is no
way to get $1.5 million in damages from a pirate.

The irony here is while most developers have been rather light handed
about piracy if they wanted to get nasty they could really make their
lives miserable. I think five years in prison and $25 in fines
might discourage a few pirates you think?

Cheers!


On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:
Speaking of piracy, does anyone know the approximate cost, or what would 
be


involved in, penalizing these pirates to the full extent of the law, and
what you would get in return for the money, time, and effort spent?  You 
can


answer off list in order to not think the answers would make them feel 
that


it is safe to pirate because nothing would be done about the rampant
problem.  Could it be possible for developers to get together and split 
the


cost involved?  Thanks.

--
If guns kill people, writing implements cause grammatical and spelling
errors!


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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Dennis Towne
There have been a number of developers who have tracked piracy rates
in various ways, and the numbers I have are more from the mainstream
and sighted indy game scene.  It's not that everyone is an elite
hacker, it's more that one or two elite hackers can produce a download
that works for everyone with a single click.  Once that download is
out there, people share it.  Hey man, can you skype me that
download?

As for prosecuting people, it costs more than it's worth, so nobody
does it.  Look at the MPAA and the record companies - they've tried
making an example of downloaders, and it hasn't stopped music sharing
If anything, it's just made them look bad.  Suing your players will
just make your players hate you.

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.


Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com





On Tue, Apr 30, 2013 at 6:48 PM, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Charles,

 Well, if a developer wants to prosecute a software pirate to the full
 extent of the law all they have to do is report it to their local
 prosecutor and report it as a theft. According to the 1997 No
 Electronic Theft Act a convicted software pirate can receive five
 years in jail and a $25 fine. That's if a developer wants to press
 criminal charges.

 If a developer wants to sue for damages the minimum is $15  per
 instance of illegal copyright infringement. So if Joe gives his key
 out to 10 people and the developer can track his key to all 10 people
 he can be sued for a total of $1.5 million in damages. Of course, as
 we've already established most blind people aren't rich so there is no
 way to get $1.5 million in damages from a pirate.

 The irony here is while most developers have been rather light handed
 about piracy if they wanted to get nasty they could really make their
 lives miserable. I think five years in prison and $25 in fines
 might discourage a few pirates you think?

 Cheers!


 On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:
 Speaking of piracy, does anyone know the approximate cost, or what would be

 involved in, penalizing these pirates to the full extent of the law, and
 what you would get in return for the money, time, and effort spent?  You can

 answer off list in order to not think the answers would make them feel that

 it is safe to pirate because nothing would be done about the rampant
 problem.  Could it be possible for developers to get together and split the

 cost involved?  Thanks.

 --
 If guns kill people, writing implements cause grammatical and spelling
 errors!

 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Charles Rivard
I don't know this for sure, but I would think that the crime is committed in 
the developer's location, so the penalties according to the law in that 
country would be the ones that apply.


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: enes enes.sari...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 9:58 PM
Subject: Re: [Audyssey] Piracy rate?



hi thomas,
doesn't that amount of jailtime and  money change based on which country 
the dev is in and the user is in?

On 5/1/2013 4:48 AM, Thomas Ward wrote:

Hi Charles,

Well, if a developer wants to prosecute a software pirate to the full
extent of the law all they have to do is report it to their local
prosecutor and report it as a theft. According to the 1997 No
Electronic Theft Act a convicted software pirate can receive five
years in jail and a $25 fine. That's if a developer wants to press
criminal charges.

If a developer wants to sue for damages the minimum is $15  per
instance of illegal copyright infringement. So if Joe gives his key
out to 10 people and the developer can track his key to all 10 people
he can be sued for a total of $1.5 million in damages. Of course, as
we've already established most blind people aren't rich so there is no
way to get $1.5 million in damages from a pirate.

The irony here is while most developers have been rather light handed
about piracy if they wanted to get nasty they could really make their
lives miserable. I think five years in prison and $25 in fines
might discourage a few pirates you think?

Cheers!


On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:
Speaking of piracy, does anyone know the approximate cost, or what would 
be


involved in, penalizing these pirates to the full extent of the law, and
what you would get in return for the money, time, and effort spent?  You 
can


answer off list in order to not think the answers would make them feel 
that


it is safe to pirate because nothing would be done about the rampant
problem.  Could it be possible for developers to get together and split 
the


cost involved?  Thanks.

--
If guns kill people, writing implements cause grammatical and spelling
errors!

---
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Ian Reed

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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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Allan Thompson
Hi Dennis,
I never thought of that, and that makes sense a bit more. Still, it is 
disappointing.
Then again, your right. Everything is pirated now , music, books, movies, 
whatever it is, everyone sighted or not seems to have their hand in it in some 
fashion. It is almost like you would have to change the nature of mankind 
itself, lol. 
Nothing some tasers and a squad of stormtroopers couldn't handle, but oh, the 
electric bills! grin.

Thank you for explaining that to me, I appreciate you taking the time.

al
 
The truth will set you free
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Dennis Towne 
  To: Gamers Discussion list 
  Sent: Tuesday, April 30, 2013 10:24 PM
  Subject: Re: [Audyssey] Piracy rate?


  There have been a number of developers who have tracked piracy rates
  in various ways, and the numbers I have are more from the mainstream
  and sighted indy game scene.  It's not that everyone is an elite
  hacker, it's more that one or two elite hackers can produce a download
  that works for everyone with a single click.  Once that download is
  out there, people share it.  Hey man, can you skype me that
  download?

  As for prosecuting people, it costs more than it's worth, so nobody
  does it.  Look at the MPAA and the record companies - they've tried
  making an example of downloaders, and it hasn't stopped music sharing
  If anything, it's just made them look bad.  Suing your players will
  just make your players hate you.

  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.

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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Stephen
unless someone invented a key generator for monkey business, it would 
be extremely foolish for someone to distribute the download link 
since their name and serial number would show up immediately.

At 12:08 PM 5/1/2013, you wrote:
I would think so.  I don't know how much money Draconis lost in 
possible sales when someone pirated Monkey Business and made it 
available to others. I seem to remember that there were a lot of 
downloads all of a sudden, though.


--
If guns kill people, writing implements cause grammatical and spelling errors!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 8:48 PM
Subject: Re: [Audyssey] Piracy rate?



Hi Charles,

Well, if a developer wants to prosecute a software pirate to the full
extent of the law all they have to do is report it to their local
prosecutor and report it as a theft. According to the 1997 No
Electronic Theft Act a convicted software pirate can receive five
years in jail and a $25 fine. That's if a developer wants to press
criminal charges.

If a developer wants to sue for damages the minimum is $15  per
instance of illegal copyright infringement. So if Joe gives his key
out to 10 people and the developer can track his key to all 10 people
he can be sued for a total of $1.5 million in damages. Of course, as
we've already established most blind people aren't rich so there is no
way to get $1.5 million in damages from a pirate.

The irony here is while most developers have been rather light handed
about piracy if they wanted to get nasty they could really make their
lives miserable. I think five years in prison and $25 in fines
might discourage a few pirates you think?

Cheers!


On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:

Speaking of piracy, does anyone know the approximate cost, or what would be

involved in, penalizing these pirates to the full extent of the law, and
what you would get in return for the money, time, and effort spent?  You can

answer off list in order to not think the answers would make them feel that

it is safe to pirate because nothing would be done about the rampant
problem.  Could it be possible for developers to get together and split the

cost involved?  Thanks.

--
If guns kill people, writing implements cause grammatical and spelling
errors!


---
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Re: [Audyssey] Piracy rate?

2013-04-30 Thread shaun everiss

well if the piracy was international you would have some issue tracking it.
On a serious note though do we really want to be like the big nasty 
companies, I mean we can but lets face it all it does is get more 
enemies all round the place.

I know there are a few serious pirates that just do it because they can.
Mostly its the consumer left in the cold by all the measures used to 
stop people pirating in the first places, higher prices, etc.

talking like we are doing now surely is better than an all out war.
Though to be honest we are used to war, flames hacking here and 
there, I happily don't do that sort of thing much anymore but its 
more curcimstances that I could get out rather than the fact I was 
able to get out on my own.
in most cases I can now avoid most of the software I pirated with a 
few acceptions and those are not many now.
Even so, enguaging with the user is the way foreward, finding out why 
and seperating the really bad guys that don't care to the guys that 
actually give a stuff I do actually give a stuff.

I know everyone needs to make cash ofcause.
And to be honest  there is not 1 dev here well at least 1 current dev 
that I would  actually say all your stuff is worth pirating but not 
buying because you are a crappy git.

Ofcause everyone is small here.
I have seen sighted devs get big and they become gits.
greedy needing cash, and well the developer user connection goes.
Once you loose that if I got caught by x developer that well sadly a 
lot of mainstreamers if they are big enough and don't seem to care 
about their users I am likely to think I don't actually care that 
much talking is the way and should always be the first choice.
Heck this conversation is actually a good step toward 
understanding  of the situation.


At 02:08 PM 5/1/2013, you wrote:
I would think so.  I don't know how much money Draconis lost in 
possible sales when someone pirated Monkey Business and made it 
available to others. I seem to remember that there were a lot of 
downloads all of a sudden, though.


--
If guns kill people, writing implements cause grammatical and spelling errors!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 8:48 PM
Subject: Re: [Audyssey] Piracy rate?



Hi Charles,

Well, if a developer wants to prosecute a software pirate to the full
extent of the law all they have to do is report it to their local
prosecutor and report it as a theft. According to the 1997 No
Electronic Theft Act a convicted software pirate can receive five
years in jail and a $25 fine. That's if a developer wants to press
criminal charges.

If a developer wants to sue for damages the minimum is $15  per
instance of illegal copyright infringement. So if Joe gives his key
out to 10 people and the developer can track his key to all 10 people
he can be sued for a total of $1.5 million in damages. Of course, as
we've already established most blind people aren't rich so there is no
way to get $1.5 million in damages from a pirate.

The irony here is while most developers have been rather light handed
about piracy if they wanted to get nasty they could really make their
lives miserable. I think five years in prison and $25 in fines
might discourage a few pirates you think?

Cheers!


On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:

Speaking of piracy, does anyone know the approximate cost, or what would be

involved in, penalizing these pirates to the full extent of the law, and
what you would get in return for the money, time, and effort spent?  You can

answer off list in order to not think the answers would make them feel that

it is safe to pirate because nothing would be done about the rampant
problem.  Could it be possible for developers to get together and split the

cost involved?  Thanks.

--
If guns kill people, writing implements cause grammatical and spelling
errors!


---
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If you want

Re: [Audyssey] Piracy rate?

2013-04-30 Thread shaun everiss

I aggree with you there.
And now the mpaa wants to screw over the blind on movies.
Ofcause the big issue I have with some stuff dvds mainly is you have 
to basically pirate the dvds to listen to them on a computer and make an mp3.
Eventually I think there should be a way when you buy dvds to get 
your electronic version somehow to listen to.

but yeah.
Back to games you will just have to decide what you want to do as far 
as how to register them key replacements, etc.

The big guys seem to like to sue.
No offence but this seems to be an american thing judging via news.
Vary few suing things happen here.
And ofcause there is mediation, I recon that if some of these people 
asked for an answer unless you were a black market hacker or seller 
they would probably get one.

If you have no trust in your users well.
If the piracy in the music industry has anything to tell me its that 
if I ever make a cd with my music I will not be signing through a 
label or at least I will make sure that any music can still be my own property.
That way if something like that happens I can  take the appropriate 
action rather having to just sue because its expected.
anyway the big companies seem to take most of the cash for themselves 
and to be honest I can see the disadvantages all to readily.


At 02:24 PM 5/1/2013, you wrote:

There have been a number of developers who have tracked piracy rates
in various ways, and the numbers I have are more from the mainstream
and sighted indy game scene.  It's not that everyone is an elite
hacker, it's more that one or two elite hackers can produce a download
that works for everyone with a single click.  Once that download is
out there, people share it.  Hey man, can you skype me that
download?

As for prosecuting people, it costs more than it's worth, so nobody
does it.  Look at the MPAA and the record companies - they've tried
making an example of downloaders, and it hasn't stopped music sharing
If anything, it's just made them look bad.  Suing your players will
just make your players hate you.

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.


Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com





On Tue, Apr 30, 2013 at 6:48 PM, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Charles,

 Well, if a developer wants to prosecute a software pirate to the full
 extent of the law all they have to do is report it to their local
 prosecutor and report it as a theft. According to the 1997 No
 Electronic Theft Act a convicted software pirate can receive five
 years in jail and a $25 fine. That's if a developer wants to press
 criminal charges.

 If a developer wants to sue for damages the minimum is $15  per
 instance of illegal copyright infringement. So if Joe gives his key
 out to 10 people and the developer can track his key to all 10 people
 he can be sued for a total of $1.5 million in damages. Of course, as
 we've already established most blind people aren't rich so there is no
 way to get $1.5 million in damages from a pirate.

 The irony here is while most developers have been rather light handed
 about piracy if they wanted to get nasty they could really make their
 lives miserable. I think five years in prison and $25 in fines
 might discourage a few pirates you think?

 Cheers!


 On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:
 Speaking of piracy, does anyone know the approximate cost, or 
what would be


 involved in, penalizing these pirates to the full extent of the law, and
 what you would get in return for the money, time, and effort 
spent?  You can


 answer off list in order to not think the answers would make 
them feel that


 it is safe to pirate because nothing would be done about the rampant
 problem.  Could it be possible for developers to get together 
and split the


 cost involved?  Thanks.

 --
 If guns kill people, writing implements cause grammatical and spelling
 errors!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.

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Re: [Audyssey] Piracy rate?

2013-04-30 Thread shaun everiss

It depends, charles.
the big guys well they are the big corps, most of it doesn't go to 
the devs the devs are told by the bosses what to do.
There is no point actually looking at it after that point, they don't 
care, in which case you do what is expected, its prity clear cut 
where you go because they don't care only the smaller devs actually 
care because they are directly in touch with users.


At 02:57 PM 5/1/2013, you wrote:
I, for one, would not feel bad at all toward a game developer who 
prosecutes game pirates.  Piracy is thievery, and I would not get 
angry at police forces who arrest and prosecute burglars.  It's the 
same idea and the same crime.


--
If guns kill people, writing implements cause grammatical and spelling errors!
- Original Message - From: Dennis Towne s...@xirr.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 9:24 PM
Subject: Re: [Audyssey] Piracy rate?



There have been a number of developers who have tracked piracy rates
in various ways, and the numbers I have are more from the mainstream
and sighted indy game scene.  It's not that everyone is an elite
hacker, it's more that one or two elite hackers can produce a download
that works for everyone with a single click.  Once that download is
out there, people share it.  Hey man, can you skype me that
download?

As for prosecuting people, it costs more than it's worth, so nobody
does it.  Look at the MPAA and the record companies - they've tried
making an example of downloaders, and it hasn't stopped music sharing
If anything, it's just made them look bad.  Suing your players will
just make your players hate you.

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.


Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com





On Tue, Apr 30, 2013 at 6:48 PM, Thomas Ward 
thomasward1...@gmail.com wrote:

Hi Charles,

Well, if a developer wants to prosecute a software pirate to the full
extent of the law all they have to do is report it to their local
prosecutor and report it as a theft. According to the 1997 No
Electronic Theft Act a convicted software pirate can receive five
years in jail and a $25 fine. That's if a developer wants to press
criminal charges.

If a developer wants to sue for damages the minimum is $15  per
instance of illegal copyright infringement. So if Joe gives his key
out to 10 people and the developer can track his key to all 10 people
he can be sued for a total of $1.5 million in damages. Of course, as
we've already established most blind people aren't rich so there is no
way to get $1.5 million in damages from a pirate.

The irony here is while most developers have been rather light handed
about piracy if they wanted to get nasty they could really make their
lives miserable. I think five years in prison and $25 in fines
might discourage a few pirates you think?

Cheers!


On 4/30/13, Charles Rivard wee1s...@fidnet.com wrote:

Speaking of piracy, does anyone know the approximate cost, or what would be

involved in, penalizing these pirates to the full extent of the law, and
what you would get in return for the money, time, and effort 
spent?  You can


answer off list in order to not think the answers would make them feel that

it is safe to pirate because nothing would be done about the rampant
problem.  Could it be possible for developers to get together and split the

cost involved?  Thanks.

--
If guns kill people, writing implements cause grammatical and spelling
errors!


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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Thomas Ward
Hi Stephen,

In this particular case stupid is more like it. What happened is some
person I shall leave nameless decided to send his name and product key
for Monkey Business directly to the Audyssey list. Before anyone could
blink an eye there were many members of this list downloading Monkey
Business from Adora Entertainment as fast as they could get it. Said
person was band and the demo was taken down, but not before several
copies had been downloaded and illegally licensed. I'll never forget
that incident as long as I live.

Cheers!

On 5/1/13, Stephen whocr...@internode.on.net wrote:
 unless someone invented a key generator for monkey business, it would
 be extremely foolish for someone to distribute the download link
 since their name and serial number would show up immediately.

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Re: [Audyssey] Piracy rate?

2013-04-30 Thread Thomas Ward
Hi Enes,

I don't know. The law I sited earlier, the No Electronic Theft Act,
applies only to the United States and its citizens. I don't know what
is in place for international cyber crimes. I assume they must have
something in place.

Cheers!


On 4/30/13, enes enes.sari...@gmail.com wrote:
 hi thomas,
 doesn't that amount of jailtime and  money change based on which country
 the dev is in and the user is in?

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