Showing posts with label piracy. Show all posts
Showing posts with label piracy. Show all posts

Thursday, July 23, 2015

Indie Games, Refunds, Terror, and Taking “No” For an Answer

I, for one, welcome our new Washington overlords.
Two months ago, Steam, the imperial, dinosaur-sized seller of PC games online, announced that they would start offering refunds to unhappy customers. And about time, too.

We run Spiderweb Software, a small indie company who sells role-playing games to a tiny niche audience, and we could not be happier about this change. Our business has long had a policy of no-questions-asked refunds for people who bought games from us directly. Our policy is, simply, “If you aren’t happy with our game, we don’t want your money.”

So we were happy with Steam’s new policy even before we knew how much money we’d be losing. Running an ethical business means a lot to us. Of course, customers love it even more than we do.

Predictably, parts of the gaming press, ever eager to stoke controversy for easy clicks, used shaky evidence to make it seem like the refund policy was a big, objectionable thing for developers. Happily, the grumbling has died down, predictions of imminent indie destruction were groundless, and the policy looks like it’s here to stay.

On my end, our refund rate is about 5%. This is, from what I’ve heard, typical. Also, entirely acceptable. We can live with it. (Plus, refunds help to force swift, brutal justice on rushed, crappy PC ports.) 

But I don’t want to be blasé about it. For a small business, a loss of 5% of sales can sometimes be a catastrophe. Changes are scary, especially changes that cost you money.

I wanted to say a little bit about why generous refunds are not only a good idea, but a huge long-term benefit for small, fragile developers like me. And yet, at the same time, some indies are nervous about the change, and they should be.

Giving refunds does change how indies need to think about what we make and what we charge for it. I have a bunch of thoughts about that. Lucky you.

I was curious what the first Google Image Search hit for "indie game developer" would be. (Source article, which is worth reading.)
Why We Need Refunds

I can deal with this one pretty quickly. It’s something I’ve written about a lot in the past.

If you sell PC games, there are generally three ways people can get your game super-cheap: Piracy. Sales. Bundles. If your game is only acquired in these ways, you will go out of business.

To survive selling indie games, you need to convince a bunch of users to pay full price for it. You need to get them to pay more than they know they need to. This is difficult, as people like to keep their money.

The best way to get people to pay the full price is to get them to like you. To make your customers emotionally invested in your survival. This is the great weapon of the small indie: People like us. They think we’re cool. This must be preserved at all costs.

That is why, when I saw a few indies publicly complaining about this inevitable, hugely popular change, all I could think was, “What are you DOING!? Don’t you realize you’re hurting us all?”

Yet I understand. I really do see why they freaked out, and I sympathize. I’m in the same boat. Indie games are different from the big AAA product, and it’s worth asking how the change will affect us.

Indie developers tend to be afraid of two things: That customers will want refunds because the games are too short. Or, that customers will want refunds because the games are too artsy.

I totally want there to be a market for shorter works of art. Like this one, which is absolutely fantastic.
The Two Hour Barrier

Steam’s stated refund policy is that you can get one if you’ve played the game for less than two hours. This invites the question: What happens if your game is less than two hours? Games like The Stanley Parable, Gone Home, or Dear Esther. Won’t customers play the whole thing and then get a refund?

First, this fear shows a really dark and depressing attitude towards your customers. If you really think the people who buy your games are such monsters, why are you writing games for them in the first place?

More importantly, if your games are not providing enough entertainment for the price you are charging, do you really think denying refunds will save you? It will delay the demise of your business, sure. But if people feel ripped off buying one indie game, best of luck trying to get them to ever buy a second one.

I don’t want to entirely dismiss this problem. Suppose you really want to write 30 minute games. I think a game this short can be really cool, and, if it’s good, people will want to support you and won’t ask for refunds. I really think this will be the case, and I have not heard news of huge refund rates from authors of short games. I can be proven wrong, but I don’t think I will be.

Suppose refunds do become a problem for small games. Keeping the money of unhappy customers is still not the answer. Maybe the games need to be sold in bundles. Or maybe they need to be better. Or maybe, in the end, there won’t be much room in the market for smaller games, and they will just need to be longer.

I don’t currently see a big market for 3 minute games, no matter how clever. Similarly, the markets for short films and short stories are very small. Still, there is a market, and it might get bigger.

Let me be clear. I LOVE short, artistic stories, films, and games. I WANT them to have a market and be successful. Reality being otherwise frustrates me greatly, and I wish I could change it. Alas, I only get one vote.

In the long run, whether these markets develop will be up to the customer, refunds or not. No, calling gamers scummy or bigoted or entitled will not help.

Getting angry at capitalism won’t help either. I don’t know what alternate system you want to set up, but if it’s goal is to force people to buy things they don’t want, I’m not sure many will be on board.

If you can’t summon up enough trust or affection toward game buyers to convince them to surrender cash for your product, well, hobbyist game development is an old, beloved institution. Better people than you have fallen to the brutality of the free market.

Microsoft Stress Simulator 2013
Forcing Gamers To Eat Broccoli

I feel some indie devs have this attitude: Our job is to get people to play the artistic games we think they should, instead of the fun stuff they tend to prefer. Gamers shouldn’t be allowed to fill up on cake. They should be forced to buy our broccoli.

Consider one of the most discussed and successful games of the Great Indie Peak of 2013: Papers, Please! This is a game I loved, recommended, and wrote about. It combines story and gameplay in a truly unique and fascinating way. It’s cool beans.

However, Papers, Please! is also viscerally unpleasant to play. I don’t think this is a controversial statement. It is a game about quickly and perfectly doing mindless, repetitive tasks, with swift, merciless retaliation if you fail. It’s stressful, and it’s a bummer. That’s the whole point of the game. (Which, again, I loved.)

Papers, Please! takes about 5-6 hours for a playthrough, so it’s not too short for the 2 hour refund cutoff. To get a refund, players will have to give up on experiencing the whole story. So will they?

I hope they don’t get refunds. I hope Papers, Please! continues to make lots of money, so that more games like it are written. However, I don’t think most people want their limited video game relaxation time to be stressful and unpleasant. If someone buys this game and says, “This game is making me less happy, not more. I want my money back,” I don’t see how we can reasonably refuse.

A terrific sci-fi movie, AND it stars Scarlett Johansson? Who wouldn't go see that? (Answer: Everybody.)
Err In the Direction of Respect

I love indie games, and I love obscure foreign art films. I really wish I could share underwatched classics like Mr. Turner or Under the Skin with you. I just can’t force you.

Music, films, books, all have indie presses that sell obscure products for niche tastes. This is awesome. They are just smaller. They make less money. Someday, it might (will) be impossible to get rich writing artsy indie games. Following your dreams and making fulfilling work will have to be a large part of the reward. I’m in the same boat.

I say all this as someone who has skin in this game too. I write super-low-budget, old-school, turn-based, text-heavy RPGs. My product is more niche than any of the games listed above. I know every new game I release might be the one where gamers finally tire of what I sell.

It terrifies me, but I can take comfort in the way my fans want me to stay in business. They know they will be treated fairly when they buy my games, which makes them like me more.

And that, in the end, is how refunds help me to stay in business. Refunds are right ethically, and they’re good business. Maybe I will be proven wrong, but I doubt it.

Friday, May 13, 2011

The Final Answer For What To Do To Prevent Piracy

(For some reason, Blogger deleted this post. I have recreated it. Sorry for any comments that were lost.)


This article is my decisive statement on how developers should deal with pirates. It includes humorous anecdotes about how dumb I have been in the past. And, believe me, I've been pretty dumb.

I am very confident about what I have to say on the subject. I have used these guidelines for protecting our newest game, Avadon: The Black Fortress. So I'm not just putting my money where my mouth is, I'm putting all my money. If I'm wrong, my kids don't eat. So I hope I'm right.

One of the most common questions fledgling developers ask me is how they should protect their games from pirates. My answer is, generally, "The minimum amount you can get away with." That is because I have learned never to forget the following guideline ...


Whenever you find yourself starting a sentence with, "I don't want people to pirate my game, so I am going to ..." you are very close to making a big mistake.

I really, truly believe this rule. Here are two examples of times when I have forgotten it, and the grim consequences.

Trying To Protect My Hint Books

From the very beginning, I have sold hint books for my games. People like them, and they are easy money. When I started, in 1994, there was no convenient format like pdf for online file delivery, so I had to print and mail actual books. This cost lots of money and boxes of hint books took up tons of space in my house.

Then pdf files happened and people started to request that I send the book in electronic form instead of making them wait a week for the post office to do whatever it does. I refused  this reasonable request for two reasons. First, I was afraid people would buy the pdf version and send it to their friends. Second, I didn't know how to create a download link for the file that couldn't then be e-mailed around to everyone in the world. So I kept spending money and precious storage space for the booklets, inconveniencing my paying customers as I did so.

Finally, three years ago, I got fed up with it. I made hint books available as downloadable pdf files. (People who want a printed version can get one for an extra two bucks, but they almost never do.)

But how did I secure the download link so it couldn't be shared? Here's the brilliant part. Ready? I just put it in with all of our other files. Anyone can download it. Anyone who knows how to use ftp can find it. When people order the hint book, I send them the download link, but they could have found the file for themselves if they looked around.

But here's the thing. Anyone who wants to pirate pretty much any PC game can do so easily. That means all of my orders are from honest, nice people. So why waste our time figuring out how to hide the hint book from them? They will pay for it because they know selling things is how I stay in business and make more games for them!

Here's the punch line. Want to know how switching to undefended pdf files affected sales of hint books? It didn't. The sales rate was practically unchanged. Know what that means? All those years humping around boxes of hint books, all those thousands of dollars sent to printers, all those slaughtered trees, all wasted. All because I was scared of people pirating my lousy hint book.

But there is a more gruesome example of my foolishness.

The Worst Registration System Ever Devised By the Hand of Man

In 1994, electronic distribution of demos was very much in its infancy. My plan was to release a demo with a small fraction of the game. Then, when the correct key was entered into the game, it would unlock and everything would be playable. A sound plan. The problem was the implementation.

At first, I thought I'd just generate a key when someone ordered and send it to them. But then I thought, hey, I don't want people to pirate my  game. If I just send them a key, they can make it public or send it to all their friends. So here is my brilliant idea. I will ... will ...

God. It hurts to even think about it.

Here's what I did. When you ran the game, it generated a random code, a 4 or 5 digit number. When you ordered, you had to provide that number. I would use it to generate a key specific to your copy of the game. I'd send you that key, you'd enter it, and the whole game would be unlocked.

So what does this mean? First, when you tried to order a game, you had to have this number with you. Did you realize you needed it? Probably not. So you'd be at our online store trying to give us money, only to have to leave to dig up some stupid number. Want a tip for running an online business? When a customer is at your web page, credit card out and in hand, do not give them a reason to leave!

The system was confusing, and this wasn't helped by the fact that we were the only ones ever to use it. Oh, if only we could have back the countless hours spent explaining the system to confused parents. Countless more hours making new registration keys for people who switched computers or had to reinstall their OS. The weird system made us look unprofessional at best, deranged at worst. And, as a special bonus, it did exactly zero to stop people from pirating our game. Name a way to crack our registration system, and people did it a hundred times.

We stuck by this system for fifteen years. Might as well have just made a big pile of money and set it on fire. At least we would have gotten the warmth.

A year ago, I finally got fed up. New system. When you order our newest game, Avadon: The Black Fortress, we send you a serial code. Enter it, and you're up and running. Buy the game for the Mac and want to play it on Windows too? Enter the same key. Want to register your copy again ten years from now? Use the same key.

And the result of switching to a slightly less secure, infinitely easier to use system? Sales of Avadon are the highest of any game we've put out in years.

Just Do the Minimum

You need some way to force people to pay. Not because they are evil or dishonest, but because they procrastinate. Registration is a pain. They'd rather be spending their time playing your game! If you don't do anything at all to make them pay, they'll just forget.

But tread lightly. Once you have any barrier in place at all, you'll get your payment from all the honest people, the people who know that, if nobody pays, you won't make more awesome games for them. Anything beyond that will inconvenience your paying customers and do little to nothing to prevent piracy.

It took a long time for me to learn this. Too long. And, whenever I start to forget, I look at the monolith of boxes of old hint books gathering dust in my garage. If you're an Indie developer, be nice to people. In the end, the ability to be nice is one of the best weapons you have.

Wednesday, July 28, 2010

Sometimes It's OK To Steal My Games

This blog post is about the bright side of software piracy. It's about the times when not only is it OK to steal my games, but, in fact, I get something out of it. Perhaps an unusual topic for a blog post from a game developer.

I admit to being a little bit nervous about writing this. The sad truth is that, these days, it is so easy to pirate single-player PC games that most gamers only have to pay for them if they want to pay for them. And there is strong evidence (links below) to indicate that they usually don't want to pay for them. So giving people ammunition they can use to convince themselves that they shouldn't pay for my games seems perilous, especially since they are, after all, how I support my family. But I got into the blogging game to write about the reality of the game biz from the viewpoint of my shadowy little corner, and piracy is a huge part of it, so here we go.

Of Course, Piracy Is Almost Always Wrong

I think that the best way of evaluating the morality of an action is to ask, "What would happen if everyone who wanted to do it did it?" Littering and dumping toxic waste into rivers are wrong because, if everyone who wanted to do those things did them, our streets would be choked with refuse and our drinking water would be half benzene. And pirating PC games is wrong because, were it not for that minority of worthy souls who actually chip in, the industry that makes the games we love would descend into a shadow realm of tiny ad-supported Flash games and Farmville. Some people would be cool with that, but I'm looking forward to playing Starcraft 2, thanks.

And I've now set myself up for 50 comments of increasingly overwrought and implausible justifications for why pirating games is a good, noble thing to do. No. Sorry. You don't get everything you want in this world. You can get piles of cool stuff for free. Or you can be an honorable, ethical being. You don't get both.

Most of the time.

Because, when I'm being honest with myself, which happens sometimes, I have to admit that piracy is not an absolute evil. That I do get things out of it, even when I'm the one being ripped off.

Computers Exist In the Third World

Every so often, I get an e-mail in broken English from some kid in Russia or southeast Asia or India. He says how how he is playing my game in a cyber-cafe, for fun and perhaps to practice English. The disparity in the strength of the currency between our two countries makes it impossible it is for him to get the 25 or 28 hard US dollars to buy my game. (It's entirely possible in much of the world to not be dirt poor and yet to be entirely unable to scrape together a chunk of hard U.S. dollars.) The message ends with a sincere and heart-rending plea for a registration key.

Now, you're probably thinking, "Yeah, the kid is probably making it up." I doubt it. Remember, my games are easy to pirate. Anyone who wants to steal my games can grab them any time he or she wants. Maybe some of these pleas are fake, but I'm sure that most aren't.

When I get one of these message, what I want to respond is, "PIRATE MY STUPID GAME!!!" I mean, seriously, the time used drafting that e-mail would have been much more profitably spent figuring out how BitTorrent works.

But I don't say that. I delete the e-mail unanswered. Because, the truth is that these games are how I feed my family. Asking me for free keys is simply not a behavior I want to encourage.

But I really hope those kids pirated my game. And I am sure that, for every such e-mail I received, a horde of others in faraway lands pirated it on their own. Sometimes, thanks to the vagaries of the international monetary order, my games are just out of reach any other way. And, when people enjoy my work, it gives my life meaning, which bring me to ...

I Want My Life To Have Meaning

I consider myself a reasonably bright person, who works hard to make something people like. When I'm old and crumbling, I want to be able to feel that I had a successful life in which my work brought happiness to a lot of people.

I feel fully financially compensated for my time when one of my games (which usually takes a year or so to make) sells 5000 copies. However, from the game industry perspective, 5000 copies is nothing. Even the crappiest flop from a real publisher sells a ton more than that. So am I wasting my life? If I really care about the number of people I reach and the amount of happiness I bring, shouldn't I try to get a job somewhere where my work has a chance of reaching far more people?

But then I remember that for everyone who buys my game, dozens more just tried the demo. And a lot of those people will play the whole demo, have fun, decide they had enough, and move on. That counts as providing fun for people, sort of.

But, more importantly, the percentage of people who pirate PC games seems to be very high. It's possible that 90% of the copies of my games out there are pirated. There is definitely solid evidence that the piracy rate for PC games is that high, and believe me, there are a thousand ways to get my games for free. It happens a lot. And, if that figure holds, that brings the player base for each of my games to 50000. That is a number that can keep me from lying awake at night.

Of course, a lot of those people could have bought it but decided to pirate it instead. In other words, jerks. Which brings up a good question. Am I satisfied that my life's work went to make a jerk happy? Does that give me Life Value points? Is it a worthwhile thing to bring a jerk pleasure? This is generally the point where I force myself to think about something else.

But not everyone who steals a game has money. Some of them are legitimately poor. Which brings me to one final point.

The Recession Is a Thing That is Happening

These days, some people are legitimately poor. Many people, through a mix of poor fiscal choices and ill fortune, are in bad shape. Foreclosed on, or facing foreclosure. Trying to pay down a mountain of credit card debt. Unemployed for a long time. Lacking health insurance. Some people brush this growing population off, saying, "Oh, they brought it on themselves." And sometimes that is true. They made mistakes. Everyone makes mistakes. I make mistakes. It's just that some people are unlucky enough to be savagely punished for their mistakes.

Someone who is facing long-term unemployment and bankruptcy probably should not pay for my game. And, in that case, if stealing my game gives them a temporary reprieve from their misery (and there's a lot of misery out there right now), I'm cool with that. I'm happy to help. These are my fellow citizens, and I want to help out how I can.

Now here is what I am NOT saying. If some kid has to actually save his allowance for a few weeks to buy the game, stealing it is instead of paying is not cool. I'm not OK with that. If you can pay, you should pay. But I understand that some people can't. It's reality. As for whether someone can truly pay or not, I have to trust them to be able to tell the difference. It's probably unwise to trust so many strangers so much with my livelihood on the line. But it's not like I have a choice.

How I Will Now Single-Handedly Solve the Problem of Piracy

I just have to add one thing, and then I can hopefully go without writing about this ugly topic for a good, long time. The way the economics of the business work right now, if you want good PC games, someone has to pay for them. You can't support a project like Starcraft 2 with ads. The money just isn't there.

If you like PC games but you usually pirate them, I want you to start actually paying for one game a year. Just one. Please. You should do it because you need to do it to help something you like to continue to exist. Sure, you might find that doing the virtuous thing feels surprisingly good. But, in the end, you should do it for the reason anyone ever really does anything: Because it is in your best interests to do so.

But what game should you pay for? It's tempting to say you should support some small Indie, like me, who is just working hard to support his family. But I don't believe that. The people who made Starcraft 2 have families to. No, buy the game that you feel most deserves to be rewarded. Who gave you the most fun, or carried the industry forward, or that you felt treated you fairly.

Maybe that game is Starcraft 2. Maybe it's Avernum 6 or Aveyond or Eschalon 2 or World of Goo or one of a million tiny games. It might even be Assassin's Creed 2. Could happen.

And, before you post flaming me because Piracy-Is-Always-Good or Always-Bad, remember that all I'm trying to do is pay a little visit to reality-land. And while I do get something out of piracy, all things being equal, it's better to pay for the thing you use. Again, with PC games, you can get cool free stuff, or you can be honorable. You don't get both. Once in a while, be part of the solution.

Wednesday, April 28, 2010

Yet Even More About Evil DRM From Hell.

The story so far: Piracy drives PC games makers mad with rage. Ubisoft responds by releasing its games (most notably Assassin's Creed 2) with DRM that requires a constant internet connection. Your connection goes? So does your game. Everyone not a PC games maker gets justifiably enraged. Games ship with this DRM, and entirely predictable disasters occur.

So I stepped into this crapstorm and
wrote an article which got quite a bit of attention. In it, I said that, entirely apart from the practical considerations of this DRM (which I think is a terrible idea), it would work. Which is to say that it could stay unbroken for the first 1-2 months of the game's release, when the title will get most of its sales. The Internet responded by calling me a moron, as it is an issue of religious faith that DRM can be broken instantly.

So let's look back in and see what's been going on. I think it is interesting in several ways.

The DRM has, apparently, 6 weeks after release, been released in a cracked form that is easy for the average laymen to install. Six weeks. In other words, long enough. I've read
two articles to this effect.

(Some people on forums have claimed that a tricky-to-install crack was kicked out 4 weeks after release, but who trusts random people on forums? I have seen nothing in the Gaming Press on the topic. Which says a lot about the Gaming Press. But more on that in a second.)

So, and this point is very significant, I was right and everyone who criticized me was wrong! It's official! I win teh Internet!

(Happy dance.)

Ahem. Anyway.

Also, while crackers will get better at beating this DRM in its current form, it will only get better. I and others have
suggested ways to make it stronger. It's only a matter of time. And that means that this DRM, loathsome as it is, is here to stay. If the game company executives were crazed enough by piracy to implement it, they're crazy enough to keep using it. Insert dire predictions about the future of PC gaming here.

But I want to chip in one more comment here, about the lamentable state of the gaming press. I honestly think that this new DRM is one of the biggest stories on PC Gaming in years. How Ubisoft's system works will determine if PC Gaming has a future, and how much that future will suck. It's an interesting story. So why hasn't anyone at the gaming sites actually investigated, like actual reporters, whether the DRM was cracked or not?

Look at the articles I linked to. One by
the Escapist, long one of the best and most thoughtful sites writing on gaming, and one by cnet, a company with actual reporters and resources. They say that crackers have claimed they've broken this DRM (something others have claimed, only to be proven wrong). Why don't they check? If it's worth reporting on the claim, isn't it worth reporting on what reality actually is? I think this quote from the Escapist article (whose sole source is the cnet article) is very interesting.

I don't know if the claim is legit and I have neither Assassin's Creed 2 nor the patience necessary to dick around with warez sites and cracks in order to find out.

Now, I'm an Indie gaming developer, so calling out members of the gaming press is a very stupid thing to do. So I'm simply going to say to
Andy Chalk, the author of the Escapist piece, that this is a great opportunity to do some investigative reporting and scoop everyone else in the world on a story of some interest. Go get 'em! I'd link to you!

But anyway. Since this sort of DRM seems to work well enough, the people who can make the decisions about whether to use it will feel that their decision was justified. Remember, they see piracy as an existential threat. This is important. They believe that unless they reduce piracy, the PC gaming biz is not worth it. When someone sees something as a life or death decision, they won't care how angry people get on the forums.

So I suspect you'll be seeing a lot more of it in the future. And, when enough of the titles people really want come out with it, most PC gamers will either grit their teeth and put up with it or abandon the platform.

And, as for me? I blame the pirates. Ubisoft's system is obnoxious, but it is legal, and they are in their right to do it. In a democracy, we all get what the worst of us deserve.

God, if I try to write about this again, please strike me down with holy, peace-bringing fire.

Wednesday, March 3, 2010

More Thoughts On the Anti-Pirate Measures That Will (?) Work

Well, the storm of commentary and attention directed at my Assassin's Creed 2 DRM article has died down a little bit. I suspect that that little blog post is one of the most read pieces of text I've ever written. At this point, 90% of the Internet has posted on Slashdot, The Escapist, or somewhere else to say I'm an idiot. The intensity of the reaction was quite interesting to me, and the various responses left me with a lot of what, for me, passes for thoughts.

I think a lot of the intensity of the reaction was because, simply, many people hadn't heard about this new DRM system. Or, if they had, they were still heated up over it. Add in the constant need among pirates to come up with increasingly overwrought justifications for their obviously illegal and immoral actions, and you have the expected traveling firestorm.

It is now rumored that crackers are making short work of this new DRM software. Believe me, I hope this is the case. As I said in the previous article, I think these measures are overall bad for the PC games industry (of which I am a part). However, this alleged victory will, I think, be short-lived. Once these games are being coded to constantly contact the developer's servers, developers have a lot of new weapons in their anti-pirate arsenal. More about this in point #2, below.

But, in the mess, interesting things were said. Here is what I have learned (or still believe):

1. To "work", anti-piracy measures only need to stay unbroken for the peak sales period of the game. That is, the first three months or so. If it stays uncracked for that long, the developers win. I never said that there was uncrackable DRM, because that is not true. It does not need to be uncrackable.

2. UbiSoft's "Have the game maintain a constant Internet connection and move a lot of the processing onto the server" solution will slow down cracking. If not now, then in the future. Developers can move more and more processing onto the server. Right now, it's just saved games. Later, they can move more and more code off of your machine and onto theirs.

You want your very-difficult-to-crack DRM system? Here it is! Take all the statistics (and maybe scripts) for creatures and items and weapons and put them on the server. The game only downloads them when it needs them. This is ten thousand little chunks, only a handful of KB, of vital and irreplaceable data, and it will take a long time for a cracker to get the game to download all of the bits so he can isolate and read them all and put them in his fake server/cracked game. And God help you if he missed an item. Don't just wave your hands and go, "Oh, someone could break that easy." This system is already routinely used by MMOs, and it would work.

(And I suspect Assassin's Creed 2 has some of this and they just haven't told us yet. Remember, it has to be using that constant net connection for something.)

Once the game is developed with a constant net connection in mind, the developer can heap an arbitrary amount of work on hackers. I've read a lot of "easy solutions" to the problem over the last few days. All assume they know everything that's going on on the server side. Not a good assumption.

3. Oh, and by the way, the constant server thing is temporary. UbiSoft has already said that, when they don't want to maintain the servers anymore, they will release a patch removing the need for the game to talk to them. I give it about six months until this happens. Maintaining that many servers is expensive, and once that period of time has passed they won't need the DRM there anymore. Then Assassin's Creed 2 is free to appear on ten buck shovelware DVD compilations, coming to a Best Buy near you.

4. People have an almost religious need to believe in the power of the cracker to overcome any obstacle in his (or her?) way. I think that part of the ideological structure pirates build to justify their actions must include believing that, "Hey, it'll always be cracked anyway." Either that, or people just don't wanna believe that the river of cool free stuff they believe they are entitled to might dry up.

5. If you use the terms "hacker" and "cracker" interchangeably, you will make a small number of people very angry at you.

6. Suppose, for the sake of argument, they did develop pirate-proof DRM on the PC. Lots of people seem to assume that, when people can't pirate the game, they just won't buy it. Hogwash. People LOVE games. If they have to pay money to get games, they will. Just look at the XBox, Wii, and PS3. It's possible to pirate games there, but it is not easy. Thus, people pay tons of cash for them. It's easy to talk big about how you will never pay money for games with restrictive DRM, but everyone has a price. If games as sexy as Diablo 3 ever start coming with the mean DRM, a lot of people are going to sigh, grit their teeth, and accept it.

So, as repellent as the new system is, they aren't insane for trying. The rewards for success are considerable.

So thank you for all the attention. And, if you don't think I'm an entire idiot, my newest fantasy RPG for Windows and Mac doesn't have any scary DRM at all. And the demo is huge and free. Please excuse this blatant self-promotion. Thank you, and good night.

Thursday, February 25, 2010

The Awful Anti-Pirate System That Will Probably Work

So, when I read that Assassin's Creed 2 for the PC would fight piracy by requiring a live internet connection all the time when you were playing, I thought it was a joke. Sort of a dry, post-modern satire of the whole idea of DRM. Then I learned that, if your internet connection broke while playing it, the game would freeze. What's more, if the connection didn't return soon enough, the game would quit and your progress would be unsaved. This convinced me that the whole thing was a joke.

Then I learned, as explicitly confirmed by Ubisoft representatives, no. Not a joke. Not at all.

Of course, this is pretty harsh medicine, and the many reasons this set-up is hostile have been ably discussed. What if you have an inconsistent internet connection? What if servers ever go down? (Due to malfunction, bankruptcy, or no longer wanting to pay to maintain them.)

Also, you don't hold onto your saved games anymore. They do. This part is really significant. That's why the game needs the net connection all the time. It's not just for their amusement. The constant contact is necessary because your game is saved on their machine. Not yours. They are claiming that this is for your convenience, because then you can get at your saved games from any computer anywhere, but nobody is fooled.

But, in all the writing and bitching on the topic, everyone seems to be missing the most significant detail of this new system. Everyone always assumes that all DRM will be broken immediately and pirated versions will appear instantly and anti-hacker measures never work. But this system (and I know saying this will immediately get me written off as an idiot, but bear with me) is the one that will finally do a good enough job of holding off pirates. It won't hold them off forever (I think) but it will hold them long enough for the game to get its sales.

Here's why ... This is how hacking usually works. A game (or word processor, or operating system) is programmed to, say, check in at launch with the home server to make sure it's a legal copy. The hacker goes through the code and looks for that line of software and disables it. Snip. And the program is cracked and ready to be sent to the Torrents. This is a bit of a simplification, but it gets at the heart of the thing. Most hacking require disabling a small chunk of the program, and that is not hard.

But Assassin's Creed 2 is different. Remember, all of the code for saving and loading games (a significant feature, I'm sure you would agree) is tied into logging into a distant server and sending data back and forth. This vital and complex bit of code has been written from the ground up to require having the saved games live on a machine far away, with said machine being programmed to accept, save, and return the game data. This is a far more difficult problem for a hacker to circumvent. What are the options?

1. Make your own, free saved game server and alter the application code to use it.

This means a lot of work and expense, both to duplicate Ubisoft's game saving code and to set up and maintain the servers. Won't happen.

2. Trick the Ubisoft servers into believing you have a legit copy, so that they will let you save your game.

OK, the hackers will probably eventually come up with a keygen program. This is tricky, because the software that generates the keys will be in Ubisoft's hands, far from prying eyes. But they could possible do it, given a bit of time. But if they ever figure out you have a fake or duplicate key (and I bet they have their ways), poof. Your account and saved games disappear. I don't think this will work.

3. Hack the game to not need to save games on a remote server.

This means a hacker has to figure out the saved game format, somehow jam into the application new code to write the saved data and new code to read it, TEST IT, and get it to work. Doable. But it will take time, and I bet you'd get some bugs in the process.

So this will be a tough nut to crack.

Remember what it takes to get DRM to work. It doesn't have to be uncrackable. Nothing is. All it has to do is delay the hackers long enough for the game to get a couple months worth of sales. And by turning a key part of their game into a MMO ("We, like WoW, control the saved game, not you."), they have come up with a clever and brutal way to do just that.

But this will make everyone hate them.

Perhaps. Make no mistake. Ubisoft will lose customers and earn much nerdrage over this. But they are engaged in a grand experiment. They are seeing if an adequately pirate-proof game can make money. Will keeping cracked copies off the Torrents for a month make extra sales? And enough extra sales to make writing PC games worthwhile? Because the current system, where 90% of the copies out there are pirated and only megahits that could turn a profit on that 10%, doesn't seem to be working.

But it's an amazingly harsh system. As much as I hope for someone to come up with an anti-hacker measure that can reliably hold off the thieves for a few months without ticking the entire planet off (so that I can start using it), well, I wouldn't buy a game with the system Ubisoft is using. I really sympathize with what they're trying to do, and I can't join in with the (almost) unanimous chorus of rage. But this doesn't feel like the answer.

People might buy more copies of Assassin's Creed 2, but this is the sort of measure that can sour people on PC gaming as a whole. And that hurts everyone. Including me.

Edit: Thanks everyone for the comments! A couple responses.

Yes, of course there are solutions for making your own authentication server. But for the DRM to work, all it has to do is 1. delay the cracking, and 2. make it difficult/unreliable for the bulk of non-super-technically-apt gamers. Making people set up their own servers (on their own machines or not) is enough of a barrier to entry to get the job done.

Remember, I didn't say it was uncrackable, only that it was difficult/slow enough to give a profitable first few months.

As for the game making local copies of the saved games. IF this turns out to be the case, and IF the game also has easily accessible features in place for loading those saves (as opposed to only caching them there and only being able to load from the distant server), then yes, it's a dumb and easily crackable system. But even if this is the case, that doesn't change the fact that the next game to use this system will be slow to crack for the reasons given above, and all of the factors and consequences given above still apply.

Edit 2: One quick question for the "Anything can be cracked right away." crowd. Where do I get my cracked copy of World of Warcraft that can play the real game (not some cobbled together emulation server) without paying. Answer: You can't.

Once you accept the need for a constant internet connection, the developer can just load more and more of the game logic onto the servers. Right now, they're just trying it with saved games. (And who knows what else? Do any of us really know what the game is using that constant internet connection for?) But they can put more and more of the game onto their end until cracking the game will involve rewriting the damn thing.

Oh, and by the way, people accept their game needing a constant internet connection all the time. WoW. CounterStrike. Team Fortress. So saying people won't accept it for single player games is a bit of a stretch. They'll get used to it soon enough.

Edit 3: Wow. Main page Slashdot. The Escapist. All the hate is making my face burn. I've written a follow-up article, but I'm posting a squib from it now because I want to address the most common and fallacious point, that any system can easily be cracked:

"You want your very-difficult-to-crack DRM system? Here it is! Take all the statistics and scripts for creatures and items and weapons and put them on the server. The game only downloads them when it needs them. This is ten thousand scripts and bits of data, and it will take a long time for a cracker to get the game to download them so he can isolate and read them all and put them in his fake server/cracked game. And God help you if he missed an item. Don't just wave your hands and go, "Oh, someone could break that easy." This. Would. Work.

(And I bet Assassin's Creed 2 has some of this and they just haven't told us yet. Remember, it has to be using that constant net connection for something.)"

Friday, September 11, 2009

Some Kind Words About DRM. For Once.

Over the years, a lot of criticism has been thrown at DRM. (Which means Digital Rights Management. Which means tinkering with music and video games to try to make people actually pay for them.) A lot of that abuse has come from me. But I think this all this shouting at Electronic Arts and the RIAA might be starting to be a bit much, since DRM, at the heart of it, has a noble goal: To keep thieves from stealing things.

But I recently noticed one little place when where I think making games pirate-proof is resulting in a better world for everyone. In the interest of fairness, I feel obligated to point it out.

(Edit: When I say "pirate-proof," I mean "So difficult to pirate that nobody bothers," not "Impossible to pirate.")

Let Me Sell My Stupid Used Games! (Or not.)

When Half-Life 2 came out, around eight hundred years ago, I vented to everyone who would listen about how angry its new rights management scheme made me. You had to sign in through a Steam account (which, at the time, did scary things to my computer). And, to me far worse, your game was attached to your account, keeping you from loaning or selling it. This new game future seemed to strip too many rights away from users, and I wanted no part of it.

Lately, though, I've been finding that this is exactly the future I am living in, and I've been extremely happy. I'm having a great time, buying fun games for fair prices. I'm just doing it on the XBox.

The rights management in PC games is still generally hostile, punitive, and self-defeating. Requiring an internet connection to play a single player game or limiting the number of installations does nothing to prevent piracy (as hacked copies are always easily available from BitTorrent) but plenty to hurt legitimate customers. And piracy is rampant, no matter what. So the PC world is still screwed. (And there is increasing evidence that these problems are spreading to the iPhone.)

All I Want Is Fun, On the Cheap

But on XBox live, over the last month, I'm played Shadow Complex ($15), Defense Grid: The Awakening ($10), and I MAED A GAM3 W1TH Z0MB1ES!!!1 (a ludicrously low $1). These games are all seriously fun. They also have impenetrable DRM. I don't have to be online to play, but I can't sell or give away my copy. There's no piracy on XBox Live.

When the inability to share (or pirate) a product comes with a low price, I don't mind anymore. Defense Grid is ten bucks, and it's giving me more than ten bucks worth of fun. Sure, I'm at Microsoft's mercy, and I don't "own" the product, but hey. Ten bucks. And the manufactures can still make a nice profit at that low price (though probably not much lower) because ninety percent of its users aren't stealing it.

No DRM. But Plenty Of Injustice.

Compare that to the games I sell. I charge $28 for a new game. I would LOVE to charge ten bucks. But, to stay in business, I'd have to triple my sales, and that won't happen. Would sales go up? Sure. Would they TRIPLE? Almost impossible.

I have minimal DRM. People can transfer their registration to someone else if they want. I even have a one year money back guarantee if someone is unhappy. I've tried to be ethical in all the ways I want as a consumer. The result? My games get pirated like crazy, and I have to charge a lot to stay in business. I have a situation where honest people have to pay lots of money to subsidize the people who rip me off. The good people pay to buy games for the bad.

This, of course, infuriates me.

What I Wish I Could Do

I'm not going to be writing games for the XBox, sadly enough. My sort of games just work better on PC and Macs. But if I could snap my fingers and give myself the same absolute control over my games XBox Live has over theirs (in return for lower prices), I would. The freedom of the current system is nice, but it comes at too high a cost. The unfairness is just this side of intolerable, and it's only getting worse.

DRM is fair if, for what the corporations take, we get something in return. One of the problems with eBooks is they take away the ability to loan or sell the books you buy online, not to mention the lack of a satisfying physical object, and they still charge the same price for the book. What nonsense! Make the price of the books low enough to make people not mind what they are costing and I promise you the eBook business will improve.

DRM Has Its Points

DRM has developed a terrible reputation. Heck, it's earned it. But remember, the purpose of DRM is to prevent free riders (aka self-justifying weasels and morally damaged scumbags). None of us like being told that we don't deserve free things, but it's still true. If DRM enables products to be sold for a price that is cheap to users and fair to developers, it is something we should all grab with both hands.

Thursday, April 16, 2009

More Evidence Of Overwhelming Piracy

An article of some interest over at the Escapist today about piracy rates on Stardock's new game, Demigod. The big takeaway for me:

"Sadly, most of the ~120,000 connections are not customers but via warez," he continued. "About 18,000 are legitimate."

The big lesson here (avoid any position where pirates can tax your resources) is pretty obvious in hindsight, so I won't belabor it. And I think the weak DRM on Demigod doesn't have anything to do with anything. No matter how strong your DRM is, Torrents of cracked versions of your game will be available in seconds.

I am just really drawn to this extra evidence of how overwhelming PC piracy is. 120000 users, 18000 legitimate! It dovetails nicely with what the World of Goo people found. No real conclusions here. Just my jaw hanging gently open.