Quote
First off, the approach to copy protection seems grounded on a very good point: instead of making cracking "impossible", make it boring and time-consuming.
Beware, crowd will beat you up for this kind of comments! ;-)
Quote
Second, you could try "protecting" some tools benchmarkers use - like some 3dmark or some of the games used to benchmark new hardware these days. The results from those would probably soothe (or confirm) some of the
concerns from the folk in here.
Hey, that's pretty cool idea! It's public, it's reliable, a perfect test case. We'll do some tests and publish it on our website ASAP.
Quote
Third, files are on your servers. Can they handle AAA title launch traffic?
By the nature of our protection, we don't need to do any magic stuff there. It's more like a reliable file server with multiple downloads. We outsourced this task to one of the best companies in our country to handle this, so in this matter I'm pretty confident.
Quote
Fourth, if the game gets cracked within N days, will you give the developer full refund?
As I mentioned somewhere else we charge them per activation. So, in case the game gets cracked, obviously "no one" would be interested in activation on our servers anymore => you wont get charged as well.
Quote
The primary concern I have is the randomity of the thing - if I have a game project with its million lines of code, and I carefully list functions that shouldn't get instrumented (which would probably be around ~80% of the whole codebase), it's still possible I miss something that, when slowed down, causes issues. And since this is a random process, some customers have the issues and others don't. No amount of testing will conclusively say your solution won't cause issues for me.
Actually, we'll make your make job much easier. Sure, you can tell us that these function are most important / optimized. But if you still don't feel good about the result, we have a tool (I guess we could spread this tool among publishers) which analyzes the most used / most called code and
we can tell you what functions should be avoided or we will do that by ourselves, obviously.
Quote
If some checksum failed, the game didn't die, but instead removed some keys (or coins or gems or whatever) that you had to collect to advance - so to validate your crack, you had to play the game for hours.
We do exactly the same, as those control points are randomly spread, it's very well possible the last control point gets discovered in the very last level
Quote
In retrospect the developers could have included hardware checks later on, like at the start of each level, to make cracking even harder.
Sure. We learn from mistakes and although we had no idea about Dreamcast, we figured out that we can't have
one single deep throat else we're doomed.