I wouldn't. Because DRM is bullshit.
But if pressured, Steam offers the most user-friendly authentication there is.
But if pressured, Steam offers the most user-friendly authentication there is.
Booze Zombie said:I would implement DRM in a similar format to Arkham Asylum.
"Hey, why does my character suddenly stop, shout 'I'm so guilty, waaaaa' and shoot himself in the head?"
"It's our DRM, all pirates have a main character who commits suicide because he feels so filthy for helping you have fun.
Also, you can't remove it because it's hardcoded into the save system and if the save system is replaced the game just stops working."
The save lock thing is my own little possibly-too-complex idea, but you know what I mean.
Most people are picking up on the positive-marketing approach, giving away goodies and Day One DLC with keycodes, but these two are the best plans so far. As a programmer, I loved the Arkham Asylum glitch idea, and relative to the total time spent programming the game it was probably quite quick to do. If you built in a few of these throughout the game, including some very subtle ones, then told the world there was at least one, pirates would be hard-pressed to find them all (and to know if they had got them all) by the release date.Del-Toro said:I would do exactly what Arkham Asylum did. Feel free to pirate, too bad your character is a cripple! Of course I would then add in guns that shot your character even when he's the one using them, the same camera they've been using in the recent Sonic games, and cars that exploded only when you were in them and completely at random. I'd essentially make the game unplayable. I'd then throw in a piece of paper with a code to get the real game, making over a hundred different keygens and distributing them over the internet completely at random but designing them to corrupt the game data. I would also design them to freeze up when someone tried to open them in any otherwise compatible programming language, like VB for example. The legit gamers would not have to worrry about it at all, the pirates would never be able to touch it. Probably not realistic, but I think it would be a good way of messing with pirates, if even just for a day.
Oh, sorry, I guess I misunderstood what you meant.Gildan Bladeborn said:snip
I've been around copy protection since it first got started and can see all the arguements on all sides. In general I feel the industry has remained profitable despite even the worst piracy. Hypothetically cutting into piracy MIGHT raise profits, but since there is no guarantee that all those people unable to pirate will buy the games in question even if we succeed it's impossible to tell if we will gain more than we will lose by annoying our customer base.playinthedark said:Hypothetically a game company employs you to combat piracy of their software.
You already know that pirates can crack just about anything way faster than you can create it.
You've learned from customer feedback that it is certainly not the EA or Ubisoft methods that will work.
So how would you go about it?