inanedirk: (Default)
Remember me ranting about ideas on how to improve DRM schemes? Seems Ubisoft had the same idea I had for Assassin's Creed 2. It's taken the pirates a month to get a cracked version working, and they've shipping their crack with a database file full of replies the drm servers give to specific enquiries by the game. The rest is, also as predicted, a local server emulation and edits to the hosts file to forward the game's requests to the emu server.
Funnily enough the people responsible for the crack are now updating their database file every now and then to further improve the performance of the cracked game and minimise in-game errors.

On DRM ...

Mar. 30th, 2010 08:38 pm
inanedirk: (Default)
Lastly, there's also some thoughts I had on DRM / copy protection.
Ubisoft and EA are currently trying to get customers to accept being online while playing, even when no internet connection is required for the game experience itself.
Of course, it took the pirates just a few hours to come up with a way to circumvent the DRM by creating a virtual, local server that replies with whatever reply the game expects. So that didn't quite work the way the publishers wanted to.

So, what's the next step?
Something less static, something more dynamic, that is different for every player and changes with each change in game state ...

Let's take a look at the latest C&C. Lots of people complain about the game being dumbed down to a point where every console kiddie can play it successfully. Unit limit means there's never going on too much on the map, and the AI is a joke, as always. It's still cheating to get an initial advantage and then forces the player to react to it instead of vica versa. This way it just builds unit after unit to throw at the player, and never actually tries to analyse the player's behaviour in order to react.

My point here is, that the AI isn't all that complex. It's pretty much scripted to perform a few actions, like attack-moving on the player's crawler, or moving to certain points to defend them. So, what's to stop the developers / publishers from having the AI run on servers instead of players' computers? You'd just need a few high performance servers to do the calculations and you could scale down on complexity during peak hours if you run out of cpu cycles.
Customers getting disconnected would lose their progress, as it is now, but players who pirated the game would be left with zombie enemies, not doing anything, and no sense of accomplishment from beating a level.

And I don't really see an easy way for pirates / crackers to get around this. I guess it's pretty simple to create a virtual server that says "legit" every time it's being asked, but writing entire AI procedures?

Alternatively, instead of doing this with the enemy AI in single player games, you could of course also do this with path finding algorithms. Those aren't exactly trivial to implement, but the input and output of such an algorithm should be easy to transfer via the internet, especially with the unit limit meaning there's never going on too much in a game. The map itself is static and can be stored on the server, so you'd "only" need to transmit the current positions of every unit / structure, and which units were just ordered to go where.

Maybe I should patent those ideas and sue EA when they use them in C&C5 ...
inanedirk: (Default)


(und falls Ihr glaubt, das ist ein Scherz oder eine Parodie; das Original-Video is auf EAs offizieller deutscher C&C-Homepage zu finden.)
Mir gefällt besonders wie die wesentlichen Kritikpunkte elegant umschifft und gar nicht erst angesprochen werden, und dass die Paranoiden mit "wir machen schon nix Böses" zu beruhigen versucht werden.
(... War das grammatikalisch jetzt richtig? Oh man, ich sollte ins Bett ...)
inanedirk: (Gir - D'oh)
So. Red Alert 3. Coming out soon. I'm playing the beta, and I like what I'm seeing. It's fun.
I just read an article on heise.de though that pointed out that RA3 will have SecuRom + online activation DRM.
Pity. I was actually going to buy the game. But now I'm most likely not.

I'll probably just steal it now, since everyone except game dev execs knows that copy protection doesn't work.

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