Your DRM choice

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Daft Time

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Apr 15, 2013
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Baneat said:
They'll never practically get the online component of the game to work anyway so that'd be DRM enough. so that and a CD key. The best DRM was the one that came with the helicopter game that took 30 minutes then the screen became all out of focus and blurry etc. The reason it was effective (Nobody's cracked it to this day) is because it's really difficult to test if your crack attempt worked when you have to wait so long for the effects to kick in.


Could we at least get the name of the game? "The helicopter game" doesn't really narrow it down.
 

FreakofNatur

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May 13, 2013
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Nooners said:
We complain about DRM a lot here. So let's role-play, or brainstorm. Maybe we'll come up with some interesting new idea.

You're a AAA game development/publishment company working on a big game that will include offline single-player and online multiplayer. While you want to release your game without any form of DRM, your supervisors demand it be included in some form. What do you choose for your game's DRM, and why?

And work within the limits I've provided. You can't quit your job in protest, and you can't convince your bosses to not have DRM for the game.

EDIT: Should've answered my own question. And yes, this is primarily a PC question since this is where most DRM controversy stems from.
I personally would run it through Steam. Works offline, and is a good online service too. Simple for me.
I have personally broken DRM into 3 broad categories for my own consumption, and I'd like to share it and see if you guys agree: There are the lockers, fixers and cuffers. I think you can guess at what each category by now, but i'll detail it as clearly as I can.

Level 1:Lockers
It's the easiest level of DRM. Use a unique code and/or logarithm to "lock" the game from piracy. As with all codes, the code will eventually be figured out, and with in the advent of the internet this "figured out code" will quickly spread all over to facilitate piracy. The program also needs to be cracked as the CD-ROM itself is a key.

Examples:All games had locker-type DRM before any other DRM was available. Diablo 2, Heroes of Might and Magic 3, etc.

Security Level: Minimal to negligible, due to competent piracy teams and internet

Level 2:Fixers
The game is "fixed" to tie in the installation with PC specs. E.G. The architecture will be memorized for the install, effectively this is an extremely complex code where the PC itself, the key, is non-transferable. The CD itself is also fixed for limited installs to prevent physical transfer. Vulnerabilities might result from this intrusive DRM as your PC specs are grabbed/local progam data is accessed.

Examples: SPORE, SecuROM itself.

Security Level:Minimal despite inconveniences. Game WILL be cracked eventually and limited installs affect only CD-owning users(AKA the consumers)

Level 3:Cuffers
The DRM is the warden. This is the always-online authentication, or the one-time online authentication system. Your game is "cuffed", unable to play until released by the warden(DRM). This works by matching the code with the publisher's own database of released codes and only works on a 100% match. Other codes will not work, meaning figuring out the code generation formula will not allow you to play the game as it is still cuffed.

Most Cuffed games have anti-cracking code which break the game if it's pirated. Batman:Arkham asylum had players flying off into oblivion if piracy was detected. This slows down piracy rather than breaking it, as pirate groups can patch these stumbling blocks.

Examples: Most games released since 2010, Notably Origin and Steam AAA/popular release games. For anti-drm coded games, notable examples are witcher 2, serious sam 3 BFE, game dev tycoon(which was a rigged setup)

Security level:Moderate without inconveniencing the consumer too much. The DRM is effective until the pirates figure out the kinks of the code and anti-piracy. The more security, the more inconvenience. For Always-online, imagine your game as a prisoner on parole with 4 guards surrounding him.

I would run a online store system(Steam?) with a locker DRM that downloaded a certificate onto your computer. The certificate would simply be tied to the IP of the local machine it was downloaded on. If it's a boxed copy, the certificate would be installed with the game, taking your computer's virtual IP. Without the cert the game would just not run citing insufficient permissions. This will prevent piracy on a international-sharing level in the short term, which is really all that matters in a on-demand market. As long as I separate those who pay and those who don't, and offer a better service to those that do pay, it's fine.

Maybe an always-online DRM would make piracy impossible, but it's simply segregating the market too much. There are people with little or not internet, and if it's a boxed copy, they better be able to play it out of the box. I view DRM only as a means to separate the free riders, but never to stop them because to do so would be to compromise the service the game provides. The idea of piracy is part of human nature; if you can get more stuff for free, you would. Paying for something is a conscious decision compared to not paying for free stuff and this is not a dangerous phenomenon, it's just natural.

Providing incentives to play(like the U-play rewards system) an original game is an excellent way to provide superior service to the paying customer(as a pirate would be offline and not connected to the game reward servers) and is a better solution to this "piracy issue" rather than using more and more "uncrackable" DRM - This may impact the consumer negatively. Punishment was never an incentive because the only thing to look forward to is a lack of it. Human nature is biased towards accumulation, that's why we have nostalgia, we keep things for keeping's sake, and the current dominant mindset of the online world, capitalism, encouraged such behaviour. That's why we feel satisfied when we get more and more points and get more and more stuff, this is the reward and positive-feedback system we are born into. TL;DR:It is better to reward rather than punish as rewards act as incentives and retains your customers much better. There isn't any chance of the punishment for the free-riders to backfire too!
 

FreakofNatur

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Daft Time said:
Baneat said:
They'll never practically get the online component of the game to work anyway so that'd be DRM enough. so that and a CD key. The best DRM was the one that came with the helicopter game that took 30 minutes then the screen became all out of focus and blurry etc. The reason it was effective (Nobody's cracked it to this day) is because it's really difficult to test if your crack attempt worked when you have to wait so long for the effects to kick in.


Could we at least get the name of the game? "The helicopter game" doesn't really narrow it down.
The game's name is Take On Helicopters and the anti-piracy software is called FADE by Bohemia interactive.
 

Ed130 The Vanguard

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Sep 10, 2008
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If I had to choose a DRM system I would go with Steam because:

1) It tries really hard to be more than a DRM program and provide actual benefits to the customer.

2) Massive market share (what? You said from a devs perspective).
 

OpticalJunction

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Jul 1, 2011
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I'd go with steam too, both because it'd reach a wide audience and also because their drm is the best of the worst out there.
 

Requia

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Apr 4, 2013
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Zachary Amaranth said:
Requia said:
This exactly (unless we';re talking about DLC, which is awful). It's effective enough to actually dampen piracy, but aside from no backups console DRM never interferes with playing the game or selling it when I'm done.
there seems to be more than enough piracy on consoles if Microsoft can ban millions each holiday season.
Compared to an 80-90% piracy rate on PC?
 

Anachronism

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Apr 9, 2009
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Nooners said:
I personally would run it through Steam. Works offline, and is a good online service too. Simple for me.
Yeah, if you have to have DRM, Steamworks is definitely the way to go. That said, I do have to point out that Steam's offline mode is a complete joke, in that if you want to use it, you have to plan in advance. If I turn on my computer, find that the wifi is down, and try to open Steam in offline mode, it tells me it can't open because it "could not connect to the Steam network." Instead, you need to open Steam - which requires an internet connection - and tell it to restart in offline mode. What is the bloody point in an offline mode if you can't launch it when you're offline?

Steamworks is pretty much the best DRM out there, but it's the best of a bad bunch. I use Steam because you can't really be a PC gamer and not use it, but that doesn't mean I have to like it. Apart from the sales. Those are fantastic.
 

Something Amyss

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Dec 3, 2008
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Requia said:
Zachary Amaranth said:
Compared to an 80-90% piracy rate on PC?
You mean the completely ass-pulled numbers given by publishers that are not borne out by any actual facts?

Yes, compared to the imaginary numbers of piracy on PC, that's awesome.

Compared to real-world numbers? Probably not so much.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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Requia said:
Zachary Amaranth said:
Requia said:
This exactly (unless we';re talking about DLC, which is awful). It's effective enough to actually dampen piracy, but aside from no backups console DRM never interferes with playing the game or selling it when I'm done.
there seems to be more than enough piracy on consoles if Microsoft can ban millions each holiday season.
Compared to an 80-90% piracy rate on PC?
Source? Because the latest study I've seen on the matter, this one [http://www.mit.edu/~ke23793/papers/Drahchenetal_paperID16.pdf], doesn't mention any percentages, just numbers. And even states that how they compare to lost sales is still an open question.
 

5ilver

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Aug 25, 2010
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I would either make the game F2P or make it irresistible to buy in some way (like the co-op in Borderlands). Drm is "using the stick". The carrot is always more effective.
 

Kathinka

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FreakofNatur said:
Daft Time said:
Baneat said:
They'll never practically get the online component of the game to work anyway so that'd be DRM enough. so that and a CD key. The best DRM was the one that came with the helicopter game that took 30 minutes then the screen became all out of focus and blurry etc. The reason it was effective (Nobody's cracked it to this day) is because it's really difficult to test if your crack attempt worked when you have to wait so long for the effects to kick in.


Could we at least get the name of the game? "The helicopter game" doesn't really narrow it down.
The game's name is Take On Helicopters and the anti-piracy software is called FADE by Bohemia interactive.
fade has been and still is cracked in every iteration, since the days of OFP. it's simply tied to the CD key, so you only need an algorithm-fitting key and block the verification. only takes days after release usually, in case of some of the arma games it even happened before release. granted, that's not a classical DRM-removal crack like you'd have in an altered .exe, but as a method of making a pirated game playable, it works just fine.

concerning the toppic: no matter what you implement, it's going to happen. so i'd say, the least invasive method possible. cd key check and such. because no matter what you do, it WILL be cracked. might as well not punish your honest customers.
 

DoPo

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Jan 30, 2012
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Zachary Amaranth said:
Compared to real-world numbers? Probably not so much.
See my above comment. It's not as much as some claim it to be - they found 12.6 million downloads over three months (again, downloads only) across 173 games. I've certainly heard larger numbers mentioned more often. Some have even gone to millions (really) per month per game sorry, that was supposed to be millions per month but per more than 200 games.
 

Tohron

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Apr 3, 2010
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I think developers could take a leaf from the Game Developer Tycoon method and just flood the torrents with subtly broken versions of the their games. If pirates can't distinguish working downloads from downloads that will let you get invested for a few hours before becoming unwinnable, then piracy collapses.
 
Aug 1, 2010
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Tara Callie said:
Server Architecture (AKA Always Online)

Why?

{hilariously inaccurate image snip}

Because it just fucking works.
Do..... Do people seriously believe the 80% figure? S-seriously???

oh. oh gahd.

OT:
I'll agree with OP and just say Steam. Less problems for the customer.
 

s0p0g

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Aug 24, 2009
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easy: make a good game.
possibly, if my publisher were paranoid and demands some "real" protection, release it via Steam (yes, it's kinda-sorta always-online DRM, but it's not a complete ass. and has an offline mode. and sales. and shitloads of games.)

also, try to explain to the publisher that there is no unbeatable DRM, and that people will only pay for my product if they feel it's worth it, so please DON'T effing rush my dev-team to release an unfinished product! and explain to them that draconic DRM will ONLY affect the honest, PAYING customer - not the eeeevil pirate, completely and totally missing its point.

or publish the game myself, thus avoiding some dickhead-publisher entirely.
 

Longstreet

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Jun 16, 2012
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Tara Callie said:
Server Architecture (AKA Always Online)

Why?

(some image)

Because it just fucking works.
Besides, as stated, the numbers are BS, there is one think to keep in mind with Always Online DRM.

It. Doesn't. Fucking. Work. Do i really have to mention what happened with Diablo 3 and Sim City?

Ot; I got an idea for this.

So lets say a normal game (single+multy player) is 60 bucks.

If you install the game, you have to enter a CD key to be able to play the SINGLEplayer part of the game, this is included in the box and works multiple times (so if people buy it 2nd hand they can also use it)Mainly in place to keep the bosses happy. Hell, if they use a keygen it will work.

Now if you want to play Multiplayer, here's what you do.
First you go to the website of the game and create an account.
Then, in order to be able to play the game, you have to buy a separate code, lets say it will cost you 20 bucks, to tie in with your account to be able to play multiplayer.
Now if you start up the multiplayer part, you are first asked to (this is a one time thing) enter the code you bought to be able to play multiplayer and then log in with your account information.

I can already hear you screaming, NOW YOU PAY 80 BUCKS. No. I said a NORMAL game costs 60 bucks. This game will cost 40 in shop, so even if you buy the multiplayer, you still won't pay more than 60 bucks.

The codes you buy are created on the spot when you buy them via a special algorithm and then added to the database, so keygen's shouldn't work.

(of course the prices are made up on the spot here, but you get the idea)

I thought of this with games like CoD in mind, the ones that really focus on multiplayer.
 

runic knight

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Mar 26, 2011
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For a physical copy? Simple CD key that when used gives some sort of cosmetic option. Basically, rather then just a way to screen you at the door, it screens you at the door but at least gives you a gift bag for your troubles.

For pc/downloaded, I'd go with either something similar, or just go through steam itself.


Oh man, that picture though. 80% of witcher.... and the bullshit about diablo? That is funny stuff right there.
 

Dr.Awkward

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Mar 27, 2013
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The best DRM is humans. If you remind people that you are a group of humans with emotions and needs, psychological triggers tend to be pushed where pirates will buy your game out of empathy and pity as they now know whose livelihoods they are taking away.

Resist the pirates, and you'll find no grief from them. Give the pirates knowledge about who you are and what you have done, and they might actually be gracious of your efforts and change their ways out of respect.
 

Daft Time

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Apr 15, 2013
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Tohron said:
I think developers could take a leaf from the Game Developer Tycoon method and just flood the torrents with subtly broken versions of the their games. If pirates can't distinguish working downloads from downloads that will let you get invested for a few hours before becoming unwinnable, then piracy collapses.
No. What happens is the torrent is reported as a fake, removed, and working versions remain. Piracy is a community in and of itself, and fakes, viruses and other nasty things are moderated. Unfortunately, there aren't any practical methods for a mid-sized company to curb piracy. Games which require server emulators to crack are hardest, like Diablo 3, but are financially untenable unless you managed to sell, say, twelve million copies.

On a side note, that Game Developer Tycoon torrent got removed almost immediately. The claims made the company are all made up bullshit, unfortunately. It was a great PR stunt though, and it was nice to see them get all the increased sales from the news worthy piece.