steveOrino
Regular
There is no perfect antipiracy mechanism.
All your really looking for as a developer/publisher is to defeat "casual pirates" if it's harder than download and run pirated copy, you eliminate the majority of that piracy.
Games sell the bulk of their units in the first month, so if you can make it difficult for people to get a working pirated copy in that window, most people who are going to buy will buy.
It's just too easy to get games for free on PC.
I still think longer term we're looking at radically different models that are more "service" oriented than product oriented. If you don't have a complete copy of the product on your HD it's far harder to "copy" it.
The reason I like models like pay to play are it's far easier to identify and reward quality over hype, and closing the loop on that makes financing the right games for the right reasons easier.
Yep.
I feel old but the idea of having a thin client on the consumer end and then having a server (in real time) stream program assets to the client was talked about on a PBS show in the late 80s. It would be the only way to avoid mass piracy. But cheap bandwidth and hardware needed to do big budget gaming software with gigabytes of assets just doesn't exist and wont exist in the near future.
I can see general apps adopt this model in the near future which would be nice imo because it would stimulate the OSS movement. People who are so used to pirating Office, photoshop, 3dsMax, etc wont be able to and will have to find alternatives... perhaps more people to contribute to those projects.