How do you think game companies should combat piracy

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spartan231490

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Jan 14, 2010
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I think they shouldn't allow their games to be sold as digital copies. Then any digital copies on the internet are, by default, pirated copies, and they can prosecute the file-sharing companies more easily, because there's no way for it to be legal. That's what I would do. If I couldn't prosecute the file-sharing companies because of how the laws are written, I would lobby the government to change that, and I would pursue deals with file-sharing websites so that I agree to pay them for every pirated source file that they take down and report to me(Say $10-$20). Then track down the IP address, and send the budding pirate to jail. That second part probably won't work very often, but just reducing the number of places where pirates can distribute their illicit game copies would be a huge step in reducing the number of people who end up with a pirated copy.
 

let's rock

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Jun 15, 2011
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Invent a de-twatafying ray gun to end the global dominance of twats, or re-release silent hill 2 so I won't be forced to pirate the pc version due to the sheer impossibility of getting the pc version
 

Twilight_guy

Sight, Sound, and Mind
Nov 24, 2008
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I love the defeatist. "you can't stop it, don't try." What if the police used that argument and decided not to catch criminals anymore because they can't stop all crime?

I don't know what to do about protecting something as easily copied as data. It's a question that people need to figure out and no good solution is yet available for. Digital media is still a new world and an untamed one. All that I know is that traditional DRM has failed and one of the biggest problems facing controlling data is the fact that it can easily be duplicated once sold meaning that seemingly the only way to control is to control how the used users it and may people don't like that. In order to protect themselves companies have to tie user's hands so they don't preform some criminal action or trust them not to preform a criminal action. No body is trust to not break the law, and for good reason. That leaves data protection at an impasse with no good solution.

(Also, lots of people pirate things seemingly because they're assholes, since poeple pirate the humble indie bundle).
 

Fishyash

Elite Member
Dec 27, 2010
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You shouldn't try and stop piracy IMO. You should make the real version of the game more convincing than the pirated version.

A good example would probably be multiplayer servers for people who bought the game, instead of having to use crappy pirate servers.

The main problem is with the current implementation of anti-piracy measures is that it makes them ineferior to the pirated version by inconveniencing the consumer.

If there was a way to add an anti-piracy system into a game without screwing over the consumers who bought the game, go for it! I can't really think of one at the moment but there has to be a way.

In the meantime, they just shouldn't bother. It's causing backlash and makes the games less enjoyable.
 

Cazza

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Jul 13, 2010
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By making purchasing the game easier then illegal downloading it. That with cheaper prices. Here in Australia we pay through the nose for games.

Steam is a great example buy, download, play.

Example how not to do it. GTA IV buy, spend an hour setting up like 4 accounts, spending another 20mins logging in, playing.
 

airrazor7

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Nov 8, 2010
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No, they shouldn't. It's a waste of time and money. The efforts of those who combat piracy only end up harassing loyal, paying customers. Pirates, for the most part, get around nearly every attempt that is meant to hinder them.
 

poppabaggins

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May 29, 2009
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-Dragmire- said:
Dirty Hipsters said:
It's easy, they shouldn't.

Having antipiracy measures never stops piracy, because pirates always find a way to get around it, but at times it does stop people from purchasing a game because the anti-piracy measures are just too big a hassle to be worth dealing with.

Devs should just bite the bullet and stop thinking of piracy as lost revenue, and more like free advertising, this will make things better for EVERYONE involved.
eh, I don't know if they should go that far. Way too easy to copy-paste the files then.

I think the cd-key and the "is the proper legit cd in the drive" check is far enough for drm.
Screw CD checks. When I used to purchase physical copies of games, I would always get no-cd cracks. Content isn't streamed from cd/dvds anymore, so they shouldn't be required; all it does is increase the likelihood of your disk getting damaged. Digital copies fix all of these problems. Honestly, Steam is the most DRM I want to see in games, and it's a hassle when I lose internet and haven't started up steam yet.
 

Uber Evil

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Mar 4, 2009
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spartan231490 said:
I think they shouldn't allow their games to be sold as digital copies. Then any digital copies on the internet are, by default, pirated copies, and they can prosecute the file-sharing companies more easily, because there's no way for it to be legal. That's what I would do. If I couldn't prosecute the file-sharing companies because of how the laws are written, I would lobby the government to change that, and I would pursue deals with file-sharing websites so that I agree to pay them for every pirated source file that they take down and report to me(Say $10-$20). Then track down the IP address, and send the budding pirate to jail. That second part probably won't work very often, but just reducing the number of places where pirates can distribute their illicit game copies would be a huge step in reducing the number of people who end up with a pirated copy.
TPB is run out of Sweden and as so far has been nigh invincible against any attempts to stop it. Piracy can't be stopped. They should just accept it as one of lifes facts and make it worthwhile for customers to buy the game. Today there are even ways for pirates to play their ill gotten gains online, such as Hamachi, so we need something that the pirates can't get (i/e: Not patches or DLC, as they can get both of those.)
EDIT: Like Treblaine said, add in some sort of Cloud sync feature, like GMods toybox. I'm pretty sure pirates would have trouble with that.
 

-Dragmire-

King over my mind
Mar 29, 2011
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poppabaggins said:
-Dragmire- said:
Dirty Hipsters said:
It's easy, they shouldn't.

Having antipiracy measures never stops piracy, because pirates always find a way to get around it, but at times it does stop people from purchasing a game because the anti-piracy measures are just too big a hassle to be worth dealing with.

Devs should just bite the bullet and stop thinking of piracy as lost revenue, and more like free advertising, this will make things better for EVERYONE involved.
eh, I don't know if they should go that far. Way too easy to copy-paste the files then.

I think the cd-key and the "is the proper legit cd in the drive" check is far enough for drm.
Screw CD checks. When I used to purchase physical copies of games, I would always get no-cd cracks. Content isn't streamed from cd/dvds anymore, so they shouldn't be required; all it does is increase the likelihood of your disk getting damaged. Digital copies fix all of these problems. Honestly, Steam is the most DRM I want to see in games, and it's a hassle when I lose internet and haven't started up steam yet.
OK, you have a point there but it's still the lesser of various evils drm has.

While I love Steam, last month my modem died and I couldn't play my recently bought Mass Effect 2. I learned later(after figuring out my modem was the problem and replacing it) that offline mode only works when/if you have a connection when going to offline mode(for some other games it worked fine in offline mode like Portal and King's Bounty). It's not perfect but nothing is, I guess.
 

TheDooD

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Dec 23, 2010
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How to combat piracy is easier then people think

You need to make a compelling product that has graphically, aesthetically pleasing to the senses. Like combining Crysis like graphical prowess with Limbo grim and mysterious aesthetics. You'll have on hell of a game on your hands that'll scare the shit out people. Don't forget There's a need for solid and appropriate gameplay. What I mean by that is make the gameplay fun, let it have that classic feeling of mindless adventure. Next add in some deep, compelling features that'll make people's gameplay experience slightly and or completely different that works with their play style. yet don't make it too complex that'll it confuse them. With gameplay you have to make sure many people as possible can play the way they choose too. If they want to enjoy single player only let'em. Add local Co-Op, LAN, and or online Multiplayer options if it works within the game's story and gameplay mechanics. Don't forget refining the single player experience comes first. Then there's honest, quality and direct Public Relations. People want to see, understand the people that are working on the product that want to buy. When they ask them questions they want direct answers, no beating around the bush or out right lying to the customer base to cover their own asses. If they see that behind the software is an hard working group of skilled workers they'll be more likely to buy their product instead of pirate it.

Overall a quality product, openness of the creators to the community, shareholders, and consumers is what companies need to do to combat piracy. Instead of out right punishing everybody in a way that'll make the former consumer think "I'll just pirate this game they don't deserve my money"
 

Krantos

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Jun 30, 2009
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G-Force said:
Krantos said:
Build Customer loyalty and reward honest customers.
Isn't that what preorder bonuses are for?

One of the reasons I think game companies are so worried about piracy and used game sales is (and. correct me if I'm wrong) is that game sales are the only source of revenue for them. Publishes don't have extra means of generating income for their games unless it has merchandising ties.
I actually don't like pre-orders because they encourage purchases based solely on hype. I would actually support a system where bonuses were given to all new purchases. Not P$10 but actual bonuses
 

Treblaine

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Jul 25, 2008
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G-Force said:
Krantos said:
Build Customer loyalty and reward honest customers.
Isn't that what preorder bonuses are for?
No, that is rewarding blind fanboys who will buy a game purely on hype.

No one should have to be forced to chose between:
(a) getting a game with all the feature content, but without any actual critical reviews
(b) getting a game that has been peer reviewed but then "punished" by having content denied.

Twilight_guy said:
I love the defeatist. "you can't stop it, don't try." What if the police used that argument and decided not to catch criminals anymore because they can't stop all crime?
They DO do that. They have always done that. They have done loads of times with unpopular laws that no one follows and are impossible to enforce.

Biggest example is Prohibition in America.

In the UK the police do not treat ownership of cannabis as a felony offence, ownership is effectively decriminalised and only dealing the drug is a crime.

If you think about it, it does more harm than good to imprison someone for smoking a doobie. Just like DRM that restricts legitimate users but not pirates is a disproportionate response.
 

Treblaine

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Jul 25, 2008
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spartan231490 said:
I think they shouldn't allow their games to be sold as digital copies. Then any digital copies on the internet are, by default, pirated copies.
You realise that there is a pirated version of Gears of War 3 already on the internet? You can download, burn to DVD, and play on a modded Xbox 360. Same thing happened with Halo Reach.

Nothing can stop this.

Even DVD releases are effectively a digital copy as any DVD reader can rip the image and copy it with a few modifications at either end to make it work.

The only way is to completely leave digital and go back to analogue. And Video gaming has been 100% digital since 1983 with the NES. frankly, ALL computers are digital.
 

Blackpapa

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May 26, 2010
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The problem with DRM is that it's impossible to design an unbreakable DRM using current technology. As long as I own the hardware and nobody's pointing a gun at my head there is no DRM that can not be broken.

In addition the more complex the DRM the bigger the challenge for the scene. The guys at Razor1911 actually thanked Ubisoft for their Orbit DRM, considering it a refreshing challenge.

By reducing DRM to a token idiot test the scene would cease to exist as there wouldn't be a challenge anymore. And considering the difficulty level and accessibility of today's games then there's no risk of average gamers cracking even a token DRM, as drooling on a keyboard won't do the trick.

And here's a new idea - create two levels of DRM. Many games already have this, really. You run the game, everything works fine up until a certain point and then the game freaks out. All your units explode (oh the fun I've had with softICE and C&C Generals) or your nanosuit shuts down.

Instead of making the game unplayable remind the pirate how big of an asshole he is.

Messages like People like you are the reason today's games suck or You can afford a $600 graphics card but you pirated a $30 game? Seriously?
 
Dec 27, 2010
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Stop including anti-piracy measures, and start continuously updating your games so that it encourages pirates to actually buy your game (works for Notch). The way I see it, hardcore pirates, whether or not your game is made completely un-piratable or the opposite, are never going to buy your product. The only reason people other than them are going to do it is because;
a) they don't think a game's good enough to buy.
b) they disagree with a developer or publisher's policies.
or
c) they don't realize what's wrong with doing it.
All of those things can be changed by devs, not by DRMs.
 

Treblaine

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Jul 25, 2008
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ripdajacker said:
Jim Jefferies phrased this in a good way: Try not to be a ****.

Let's list the process of pirating an Xbox 360 game in the country in which I live:

1) Decide what game to get
2) Go to the usual sources and get either a .torrent or .nzb file.
3) Wait for 30-45 minutes for the download to finish (I have a 50MBit line).
4) Burn the game which takes just around 40 minutes. If you are as lucky as I to have a JTAG hacked xbox, transfer over FTP which takes around 20minutes.
5) Play.

Now if the game sucks you have lost the $2 the DVD cost if you burned it, and the time if you FTP'ed it.

Let's list the process of buying a legitimate game for my Xbox:
1) Decide what game to get
2) Go downtown to a game shop (takes around 20-25 minutes)
3) Find the game if they have it, if they don't try another gameshop.
4) Shell out ~50-60 EUR
5) Get home.

If the game sucks you are 50 EUR less wealthy.

It takes potentially less time for me to download a game than to go buy it. Furthermore I often find the official online game retailers to be slower than BitTorrent (but how?).


Don't get me wrong, I would love to contribute to the creative people that made my games. In most of the cases my copies are legit, but it sometimes takes a while before I bother to buy a game since the process seems to be working against me.

A fair return policy could help with this issue though.


What goes for PC games it's even worse. Retail discs seem to be the game companies user punishment relics. I always go for the steam version, even if it's sometimes more expensive.
You are of course talking about a friend who pirates games, not yourself?

Cough*forum-rules*cough
 

ripdajacker

Code Monkey
Oct 25, 2009
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Treblaine said:
ripdajacker said:
Jim Jefferies phrased this in a good way: Try not to be a ****.

Let's list the process of pirating an Xbox 360 game in the country in which I live:

1) Decide what game to get
2) Go to the usual sources and get either a .torrent or .nzb file.
3) Wait for 30-45 minutes for the download to finish (I have a 50MBit line).
4) Burn the game which takes just around 40 minutes. If you are as lucky as I to have a JTAG hacked xbox, transfer over FTP which takes around 20minutes.
5) Play.

Now if the game sucks you have lost the $2 the DVD cost if you burned it, and the time if you FTP'ed it.

Let's list the process of buying a legitimate game for my Xbox:
1) Decide what game to get
2) Go downtown to a game shop (takes around 20-25 minutes)
3) Find the game if they have it, if they don't try another gameshop.
4) Shell out ~50-60 EUR
5) Get home.

If the game sucks you are 50 EUR less wealthy.

It takes potentially less time for me to download a game than to go buy it. Furthermore I often find the official online game retailers to be slower than BitTorrent (but how?).


Don't get me wrong, I would love to contribute to the creative people that made my games. In most of the cases my copies are legit, but it sometimes takes a while before I bother to buy a game since the process seems to be working against me.

A fair return policy could help with this issue though.


What goes for PC games it's even worse. Retail discs seem to be the game companies user punishment relics. I always go for the steam version, even if it's sometimes more expensive.
You are of course talking about a friend who pirates games, not yourself?

Cough*forum-rules*cough
The entire thing is, of course, hypothetical ;)
 

FreakSheet

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Jul 16, 2011
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Well, it doesn't work for every game, but going the Team Fortress 2 route (Free To Play) works since people can pirate it all they want, its FREE. By selling in game items, I'm sure Valve is making tons, and people have no reason to be mad at them (other than the fact that some paid for it, but really, they got to play it for a while before that so they can't be too mad)