My Take on Unobtrusive Copy Protection (for indie games)

State of the art annoyances

Current game copy protection schemes are usually pretty obstructive. Nowadays being lucky means only a key, a DVD check, and monitoring the existence of virtual DVD drive software. Requiring a key is acceptable, DVD checks are annoying and slow down the startup of the game, and the last thing... how is that supposed to help anyways? If you can create a 100% identical image, you could just burn that. I never understood that part. Those few cents aren't really an obstacle.

Or if you take a look at DVD movies: not directly transferable (e.g. if you want to copy something on a portable player to watch it on the train), unskippable FBI warning messages & ads, region codes, and of course some horrible menus.

Audio CDs are also quite "funny". If you buy one with copy protection, you aren't really getting a CD, because it isn't conforming with the Red Book (audio CD standard). To make matters worse these non-CDs contain a lot of intentional jitter bugs. Basically it's half broken to begin with, it only works thanks to the error correction (which is almost at its limit), and it also won't work in all players.

The flaws of DRM

encryption diagram DRM is inherently flawed. While it does use cryptographic concepts, the basics of information theory were completely ignored.

Let me illustrate this issue: Alice sends a message to Bob and Eve intercepts that message. Thanks to encryption Eve cannot read that message, because she doesn't know the key. When it comes to DRM Eve and Bob are the same person, however. As you can imagine this doesn't really work. If you can decrypt the data, you can also make a decrypted (DRM-free) copy.

The freedom to do things differently

The big problem with all these schemes is they annoy the customers to no end. To make matters worse: illegal copies have the added benefit of omitting all of these nuisances. Annoying the honest customers and rewarding those who didn't pay? That doesn't really sound like a good idea if you ask me. It should be the other way around surely.

I wondered if there is a scheme which reverts the whole situation; thus adding benefits to the consumers while degrading the experience with pirated copies. One thing which came to mind is automatic profile synchronization.

There is a limited number of save slots or profiles (e.g. 3) and these profiles are automatically synchronized with a central server as illustrated by the following diagram:

sync scheme

In this slightly extreme case all 3 profile slots are in use. Alice even uses 2 different machines to play the game. She could even use 5 or 10 if she wanted to. And so could Bob and Carol. There is no restriction whatsoever (apart from the limited number of slots) and sharing a single copy with your family or friends is even encouraged.

"And how exactly is that supposed to protect anything?", I hear you ask. Well, it's simple. It's only suitable for games with valuable game-saves. E.g. if there are many things you can unlock with lots of hard work. If the key is given away to too many people, they unlock stuff for each other, progress the story, or even reset everything again. It ruins everything. But it's even better than that - they ruin it for themselves. Over and over again. :)

On the side of the paying customer we even get some added benefits:

  • free game-save backups (they can be pretty valuable)
  • synchronization between different machines
  • sharing the game with friends and relatives (they can also split the money if they like)
  • being allowed to install it on several machines (e.g. desktop and laptop)
  • and you even get a hint of viral marketing on top

Of course there are some downsides. It doesn't work for all kinds of games, smaller indies cannot afford the server costs, and it also may raise privacy concerns. Nonetheless it's pretty intriguing, since the "protection" is only a side-effect of a useful feature.

Legal: The icons were nicked from Tango Desktop Project and Quantum-Bits.org. They are used under the terms of the CC Attribution-Share Alike 2.5 license. CC-SA 2.5 also applies to the two linked SVGZ files.

Comments

dvd-copy

> If you can create a 100% identical image, you could just burn that. I never understood that part. Those few cents aren't really an obstacle.

Thats the catch. How do you know, that your dvd-burner makes always 100% copys of your dvd's ? The data on CD's and DVD's are not stored as raw every time. It is possible that the firmware of your DRM'ed burner changes bit's and pieces, you won't notice. The cd's are not completly empty, when you buy them. They contain many informations like batch,serial number, manufacurer and maximum wrinting speed in a part which is not writeable by any burner. So software can at least check them before starting the game or the film. It may not yet used...

True

Yea, you have a point there. Ultimately it's futile tho. E.g. the user already has some pirated games which require virtual drive tools. If the existence of said tools is monitored, you only encourage him to pirate this game as well (especially if he knows about it beforehand).

It's really counter productive. Something like that doesn't delay pirated copies (ok, maybe by one minute, I give you that much) and you even make pirates stay pirates. As collateral damage virtual drive tools get some extra unwanted publicity.

Somehow it's ironic. Those CD/DVD checks are the reason why that kind of tools were created in first place. Personally I don't think they are evil per se.

Annoyances & Added Value

You touched an interesting point: the original can be seen as a worse experience than the copy due to copy protection and other annoyances. That is why I have made slightly modified copies of all my original music DVDs (to make them start the show immediately) and either crack my original games or create an image of their disks (with HD space in personal computers starting to be measured in Terabytes I don't see a reason to cope with switching game disks anymore).
Besides, some copy protection checks that don't work correctly in my system actually work with a disk emulator :)
(And I have yet to see a game that correctly blacklists disk emulators that use random device names.)

As for having a less frustrating experience for those who have original games, some companies are turning to competitive multiplayer. Blizzard's games, for example, have special servers for ranked multiplayer games where you need an original CD-Key to play.
You can also release extra contents in the form of patches that check if the game executable is the original one, or even go as far as the old Black & White game, where the patches did a binary patch of the original executable (making it impossible to simply extract the new files from the patch); unless the original executable is kept somewhere the user is unable to get the new content.
(BTW, I'd never go for server-stored savegames, specially for indie games; if the savegames are really valuable I wouldn't want them to be in the server of some small company that I can't trust to be in existence a few years down the line, besides the big problem of not being able to play at all without internet connectivity.)

Re: Annoyances & Added Value

Besides, some copy protection checks that don't work correctly in my system actually work with a disk emulator :)

I had a similar issue with some old Need for Speed game. Right after the installation it was unable to identify the (brand new 100% scratch free) original CD in about 9 out of 10 cases. You can't imagine how excited I was. ;)

BTW, I'd never go for server-stored savegames, specially for indie games; if the savegames are really valuable I wouldn't want them to be in the server of some small company that I can't trust to be in existence a few years down the line, besides the big problem of not being able to play at all without internet connectivity.

I omitted this implementation detail on purpose. Basically there are three options: a) try to synchronize, b) enforce a synchronization, c) don't store anything locally.

The first option is very weak, but good enough to thwart casual piracy. If you know how to block sites via the hosts file (or similar mechanics), you most likely have enough knowledge to find a crack if you want to.

Additionally, you can release a patch to remove the sync stuff, if you have to shut down your business. (That's what the BioShock guys promised for example.)

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