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Making copy protection for a Shareware game
Kikaru
Member #7,616
August 2006
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I was wondering, how would you go about making copy protection for a shareware game? I thought about registering IP addresses with an online server, but that wouldn't work with dynamic IP addresses. So, for example how would it be done for something like Neon Wars? Thanks in advance.

Richard Phipps
Member #1,632
November 2001
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There is no effective way to do copy protection for Shareware games. The best method is to use a server / client system where a company server runs the crucial game logic and sends the output to a registered client's machine.

Kikaru
Member #7,616
August 2006
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Hmmm... well, I would ask you how you did yours, but I think that would be considered a security risk of sorts. :-/

Sirocco
Member #88
April 2000
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I know it isn't the answer you're looking for, but the best copy protection strategy is none at all. None of them work and the more hoops you make the user jump through the more they resent it.

Some of the more draconian ones I've come across over the years are based on the MAC address on things like your NIC, or dongles that contain critical portions of code that don't reside anywhere else.

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Nils Fagerburg
Member #7,193
May 2006
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Infocom used feelies (in part) for copy protection. They were extra props which came with the game and often contained information necessary to complete the game. Since they weren't only for copy protection and tended to be rather clever, most people didn't see them as intrusive. Of course that wouldn't work if the game isn't distributed physically, nor I imagine outside of adventure games / RPGs (well it could, but it would start being annoying again which defeats the purpose). Plus they cut into your margin.

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Steve++
Member #1,816
January 2002

Wait until we have the trusted computing platform. Until then, there's nothing you can do in software that can't be broken by software.

Derezo
Member #1,666
April 2001
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Depends on the game.
Just do a key system (A9WP-5KJ9-L3K2-TT6Y). If that seems like too much bother for the customer, then try a silent key system. They buy your game, the server records their IP address, they run the game and click "Register". The computer connects to the server, which matches their IP address and sends them a registration key over the network, the key algorithm is applied to it on the local system and once it passes the game is now registered permanently.

Not sure how to handle users who want to register on multiple computers or on the same computer multiple times with dynamic IP's, but I'm sure I could think of something.

"He who controls the stuffing controls the Universe"

Evert
Member #794
November 2000
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Quote:

Not sure how to handle users who want to register on multiple computers or on the same computer multiple times with dynamic IP's

Or people using one computer to place the order and another one to do the download.

kentl
Member #2,905
November 2002

Something simple will keep Joe from hacking it, which is really the best one can hope for.

Arthur Kalliokoski
Second in Command
February 2005
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I fiddled with the MilkShape 30 day trial for maybe 2 hours trying to get around the time limit, it puts so many different in the windows registry it's impossible to untangle. Even if you search all strings for MS3D. (I did eventually pay the $25, an error in retrospect). The registration process entails sending a name and email address, and you get back some sort of key that only works with the exact name & address you sent. They recommend using copy and paste to fill in the dialog box. I assume that the motivation to keep you from giving out your key is to hope you don't mind giving out your name and address. If they use a fake name with a throwaway email account you might be out of luck unless the ISP is unusually cooperative.

There's also a requirement that you let MS3D run for 2 minutes before starting the registration dialog, apparently to keep some automatic brute force thing from getting a key by chance.

They all watch too much MSNBC... they get ideas.

OICW
Member #4,069
November 2003
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Quote:

The best method is to use a server / client system where a company server runs the crucial game logic and sends the output to a registered client's machine.

Ok but, what about people who do not have access to the internet?

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HardTranceFan
Member #7,317
June 2006
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Kikaru said:

Hmmm... well, I would ask you how you did yours, but I think that would be considered a security risk of sorts.

Possibly, but you'd have to be a right bastard to ask him for programming assistance and then use the knowledge he's just passed on to you to cheat him out of a sale.

IMHO, it's better to have some basic copy protection than none at all. Liken it to having a car and leaving it unlocked - it'll be a more likely target for theft than if you locked it, only because the opportunist thieves. By locking the car, you reduce the chance of theft because you take out the opportunists. By having some sort of copy protection, you are eliminating those who straight out copy a game without knowing how to crack or hack it. It won't stop those more determined, but it should reduce the overall number.

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Ceagon Xylas
Member #5,495
February 2005
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Quote:

I know it isn't the answer you're looking for, but the best copy protection strategy is none at all. None of them work and the more hoops you make the user jump through the more they resent it.

Couldn't agree more. The only way I've seen a program not be pirated is if the program came with some sort of hardware.

HardTranceFan
Member #7,317
June 2006
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Ceagon Xylas said:

The only way I've seen a program not be pirated is if the program came with some sort of hardware.

For shareware? Not economically viable.

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Paul Pridham
Member #250
April 2000
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Use a registration code/file that causes the user's name, address, phone, email, etc. to be displayed when the game starts. People won't want to register and then copy this to their friends to freely distribute around.

Yes, there will be crack serials. The above method simply deters the average Joe from making copies, which will be 90% of people.

Hard Rock
Member #1,547
September 2001
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Quote:

Use a registration code/file that causes the user's name, address, phone, email, etc. to be displayed when the game starts. People won't want to register and then copy this to their friends to freely distribute around.

I also won't want to register.

If you want a decent copy protection system, make your game primarily online. Then regular cd-keys will do the trick. (Sure they can pass them around, but only one person can play on "official" servers at a time. If you detect too many changes in IP and or registered copies you can always disable that account.)

You can also try to distribute your game online with steam.

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Arthur Kalliokoski
Second in Command
February 2005
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Quote:

The only way I've seen a program not be pirated is if the program came with some sort of hardware.

I live 20 meters from a business that uses a program with the dongle check hacked out.

They all watch too much MSNBC... they get ideas.

Hard Rock
Member #1,547
September 2001
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Yes, dongles have been hacked since the days of the amiga. Hardly an effective form of copy protection, and serve to be an annoyance more then anything else to the legitamite customers.

You know, if it actually worked you'd figure it would be used a lot more no?

But actaully thinking about it, dongles themselves are useless, but if you shipped a peice of hardware neccessary to play, then you could have a valid method of copy protection.

For example, the game is played using drums. Sure you could use your gamepad to play, but what fun is that? The DS does it nicely as well with the touch screen. You;ll need a tablet pc to get the full experience(Although cracked carts are easy to get now).

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Hard Rock
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Trezker
Member #1,739
December 2001
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When it comes to copy protection there is only one thing to say.
The harder you try, the dumber you look.

Copy protection only causes trouble for those who have legit copies. Pirated / legit user trouble ratio goes down as protection gets harsher.

I'd rather pay for a pirated copy of a starforce protected game than go through the trouble of making it run on my own.

Hard Rock
Member #1,547
September 2001
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It's true to a certain extent.

Did you know that despite being one of the most popular games of it's time, Tribes had next to no sales? It had to do with the fact that the game had no piracy protection at all.

So no, thats not always true, theres a balance between how hard to pirate a game should be.

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gnolam
Member #2,030
March 2002
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Correlation and causation and all that.

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OICW
Member #4,069
November 2003
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It has also something to do with the price of the game.

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HardTranceFan
Member #7,317
June 2006
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Trezker said:

I'd rather pay for a pirated copy of a starforce protected game than go through the trouble of making it run on my own.

That's disappointing you say that - it's one philosophy I don't subscribe to at all. I resent pirates. They make money from other people's work, and don't contribute anything themselves. There is no justification in the illegal profiting from other people's work.

And shame on all those who pay for pirated programs. As programmers, we're all be aware of the effort and time put into making a program. It'd be a kick in the guts if someone then made money out of your work, without passing any of that back to you

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OICW
Member #4,069
November 2003
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I'd definately not pay for a pirated copy. But if it would be easy to cope with it, instead of struggling with the legal copy, I'd undoubtely obtain an illegal copy. But then I'd probably buy a legal one, to make them happy.

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wiseguy
Member #44
April 2000
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this debate has been going on for years and years.... back before the internet, when there were nothing but BBSes, the debate was going on. and before that. The thing about shareware is, as a general rule, the game has to be absolutely remarkable, groundshaking, to make any money anyway. Nag screens and all of the methods people use to try to get people to register in general turn people off. The problem isn't in the games, or the programmers, or anything else like that. The problem is that in general, if people can get by without paying for something, they will. That's in general. Most people want $20 for a sharweware game that doesn't even compete with games that people can buy complete in the stores for the same price or less, and then wonder why they don't get a lot of buyers. This isn't meant to be an insult to the people like Phipps, who make shareware games, it's just the facts. Sure there are the honest people out there, or the hobbyist programmers who actually appreciate the work it takes to make a game, who will come up with the money. But there are also the people out there who just can't afford the game. So they play the games that are out there for free, and they might like the demo games that are floating around, but they'll never pay for them. The truth is, if you're going to go into the shareware market, you have to realize that the people who like the game enough will buy it, and the rest won't, and that's just how it is. You have to spend more time working on things that will make the game more enjoyable and better for the people who will buy it than detracting from it by trying to keep people from stealing it. Even though a car with a 200 key combination lock on the doors would be harder to steal, I'd buy the car that just had a simple key lock because it would be easier on me to drive.

I've been around a long time, before there ever was a shareware market, and in the end, it's not about who's going to steal it, it's about who's going to enjoy it.

[EDIT]

I guess there is a limit to how soon you can post another reply to a thread? Anyway, I wanted to respond to what someone asked about a decent price for shareware stuff. To be honest, I would say $5 is the high end for anything that isn't 3D, or can't compete with anything in the stores. If you're going to go with a shareware option, I think the best thing to do would perhaps be a group of games under one license, like those CDs taht have 1000 games or whatever. It's not that a game might not be good enough to be worth 20 dollars or what have you, but people immediately look at something anymore that is "shareware" and associate it with something less than perfect. It's almost like "If this were good enough to pay that much for, I could get it on the shelf at WalMart"

I only say this kind of stuff because I was programming back when Shareware and crippleware first came out, and I have seen how it's gone over the years. If you want to sell your game, I would suggest somehow finding a way to sell it in a local store or something like that....rather than going the shareware route. No offense to Phipps or anyone else who works with shareware, and I'm not saying that you can't be successful either. It's just not the most lucrative route normally.



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