FEATURE

A History of Copy Protection

Edge Staff's picture

By Edge Staff

June 10, 2008

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A Series of Tubes

No technology has played a larger part in the way digital media - including games - is distributed and consumed than the Internet, and its effect on piracy and the efforts to counteract it has been profound. In its earliest days, 'Net connectivity allowed those who knew how to use it to connect via BBS, putting hackers and crackers in touch with each other and allowing them to share ideas. Now, of course, most PC owners have some form of Internet connection, many at speeds that would have been ludicrous even as recently as the mid-'90s, giving them access to entire copies of cracked games that have been made available via IRC or peer-to-peer network.

The industry is certainly facing its most serious challenge in its long fight against piracy, and it's been interesting to see what stances have been taken in the past few years. EA's efforts with Mass Effect and Spore are not all we've heard of server-side copy protection; Valve links copies of its games - store-bought or downloaded - to its Steam service, while massively-multiplayer games like World of Warcraft require unique product keys for login. And it's certainly not going to be the last we'll hear of it, either, as more and more users acquire faster Internet connectivity and more and more games make use of downloadable content and other online-specific features.

And then, there's the interesting case of Stardock, makers of strategy titles Galactic Civilizations II and Sins of a Solar Empire. Stardock has taken the bold stance that it does not plan to take any steps beyond the use of a unique serial number to copy-protect its products, a decision that has endeared it to fans but that famously led a StarForce forum moderator's posting of a link to a site where an illegal copy of Galactic Civilizations II could be easily downloaded. The game has sold well despite its lack of defense against piracy, but one has to wonder whether such a strategy would work for a larger publisher producing more mainstream titles.

With bandwidth expanding and more and more games publishers exploring digital distribution, there's little doubt that we're entering a new phase in the history of copy protection and those who would defeat it. What's more, the demand for games as a chosen form of entertainment has never been higher. All this considered, it's impossible to believe that the cat-and-mouse game of piracy and copy protection will not reach new levels of intensity, with new technologies deployed on each side, and that some of them will surely create new hurdles for even those who simply wish to purchase and play the newest games. Ah, for the heady days of the code wheel.

 

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