Security paradigm

baten

Regular
I was toying with this ideea for some time and I thought to ask the more knowledgeble people here for an opinion.

What will happen if PS3 security is so good that it is un-piratable? Will it be good or bad for Sony in the long run? Will it change the perception of developers/publishers as to bring games primarily/only for PS3?
 
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Since your question focusses less on the technical aspects, but rather on the implications of your hypothesis, I've moved it to Console talk.
 
What will happen if PS3 security is so good that it is un-piratable? Will it be good or bad for Sony in the long run?
How could it be bad for sony? Major income for any console manufacturer is from software sales. It's only deluded pirates suffering from wishful thinking believing they're doing anyone a favor by pirating games..

As for unpirataeble,w ell.. PS3 is using bluray, so until pirates get bluray burners nobody's going to copy thos ediscs period..

Then enter firmware hax and other tricks like we've seen on 360 and PSP and such, nobody can say for sure now how secure that machine really is! Maybe it's easily haxable and maybe it's even harder than 360. As far I know nobody's beaten the 360 encryption yet, if key is long enough it could be hundreds or thousands of years before it is. :cool:

Peace.
 
I wouldnt want to focus on "is it piratable or not?" but rather on "what if it is not piratable?".
 
While the Gamecube was eventually modable to play copied media, I doubt that it was ever widespread enough to be significant, making the console a decent example of what would happen if the PS3 was "unpiratable".

And in that case, what did it change? Would the GC have been more popular if piracy was easier? Maybe. Did publishers make more money on account of the relative lack of piracy? Impossible to tell since damages from piracy are inherently practically unprovable. More importantly, did developers believe that it made them more money per unit? Perhaps, I think. Though the third-party support was lacking and certainly not stellar, I think it could have been worse and that some projects may still have been partially justified by the absence of prevalent piracy of the system.

Just some thoughts...
 
I'm pretty sure Xbox360 has already been cracked and theres pirated games all over the place for it. Some of my friends have theirs modified already. If I remember correctly, it was cracked really early too.

I think MS got it right this time. Make the console easily hackable / piratable. Then make sure all / key games have such good online components that people can't resist but buy the real version to play online on your network (this step, I assume based on current networks, are completely unhackable or take too much effort to hack). This way, you get the publicity from the people who were never going buy a real game, and you still get most of the sales you were going to get.

I could clarify some points if needed.
 
In what time frame were the xbox/ps2 mods available/'popular'?

In some of the smaller markets (in terms of sales) - eg china, middle east, etc - the systems are usually very expensive but come pre-mod with a boat load of pirated games... With online playing such a big part this time around (especially for MS) you'd wonder how this will effect those countries.

I also wonder if it is partly the reason for the higher than average attach rate.
 
last time i heard numbers quoted for online play for the Xbox and PS2 they were extremely low. Not even enough people on to account for 5% of the projected households the consoles were in if i remember right. I dont expect it to be much different this time either. If its not required to be online then most wont be, regardless of how much it may add to the experiance of an already good game. Online play is very much a niche market for consoles still so i just cant imagine a reason why it would migrate much beyond the established user base it currently has.
 
In what time frame were the xbox/ps2 mods available/'popular'?

In some of the smaller markets (in terms of sales) - eg china, middle east, etc - the systems are usually very expensive but come pre-mod with a boat load of pirated games... With online playing such a big part this time around (especially for MS) you'd wonder how this will effect those countries.

I also wonder if it is partly the reason for the higher than average attach rate.

LIVE is a big pirating detterent for MS. You can play pirated games on dual boot modded 360, but you cannot add the points for bragging rights. That's explaining indeed the high attach rate - but it will not be a significant issue in those countries, they will not care for those points, as long as the games are free.

PS2 was modded in it's first year, as well as xbox1. The real push for modding came about 2 years later, when internet speed went up so iso's could be downloaded easy.
 
I'm pretty sure Xbox360 has already been cracked and theres pirated games all over the place for it.

The 360 has been cracked partially, in the sense that you can run games from burned DVDs.
AFAIK it hasn't yet been cracked in the sense of running unsigned code on it.
 
Piracy is actually getting more difficult and niche on consoles IMO. I think 360 is already to the stage where it's so difficult, as well as the live deterrent, that it's basically a non-factor. microsoft if I recall makes subtle changes to the 360 models that already throws the pirates for a loop for a good few weeks everytime.

PS3 will be cracked/modded, question is how relevant will it be? Possibly not very, just like with 360.
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Web shows
 
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I'm pretty sure Xbox360 has already been cracked and theres pirated games all over the place for it. Some of my friends have theirs modified already. If I remember correctly, it was cracked really early too.

I think MS got it right this time. Make the console easily hackable / piratable. Then make sure all / key games have such good online components that people can't resist but buy the real version to play online on your network (this step, I assume based on current networks, are completely unhackable or take too much effort to hack). This way, you get the publicity from the people who were never going buy a real game, and you still get most of the sales you were going to get.

I could clarify some points if needed.

Have you looked at a 360 motherboard trace? All the data bus wires go under other wires etc. to prevent chips being soldered on.

Have you looked at 360 media? The 360 won't boot unsigned executables.

Have you looked at the Trusted Platform Module in 360? All encryption keys are held in a hard-wired chip which means you can't (easily) snoop on the encryption key. Also, each console has a unique ID in this.

The only fuck-up MS made was leaving the DVD firmware open for upgrade, which allowed people to replace the media detection code (so DVD-R registers as DVD-ROM etc.) This allows you to play straight copies only, and requires you to have a 360 which you can re-program the chip (because, by the next production run the DVD chip was coated in epoxy resin preventing the flashing).

Also, online components don't mean anything - you have a game with an ID and a user with another hardware ID.. you can't tie the two together (remember the Sony fuss) because it stops lending etc. The only way I guess you could protect it is by ensuring only one user ID can be associated to one game ID at a time (and vice versa).

PS3 will be cracked/modded, question is how relevant will it be? Possibly not very, just like with 360.

I agree, PS3 has some interesting protection mechanisms too. The BluRay ROMark prevents many of these 'use Linux to rip BluRay' hacks, because you can't write it back to disk. The hypervisior can ensure only authenticated programs get the ability to write new firmware updates to the GameOS, effectively a chain-of-trust over time. Also, with BluRay writers prohibitively expensive for the majority at present it will take a few years for major piracy (much like PS1/PS2) to occur.
 
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Have you looked at a 360 motherboard trace? All the data bus wires go under other wires etc. to prevent chips being soldered on.

Have you looked at 360 media? The 360 won't boot unsigned executables.

Have you looked at the Trusted Platform Module in 360? All encryption keys are held in a hard-wired chip which means you can't (easily) snoop on the encryption key. Also, each console has a unique ID in this.

No, I don't believe any of that means anything practical if users can just replace the drive. It may be too early to tell, but from what I can see, the drive is a big enough loophole that it should be further abuseable.

Further, in the context of this thread, I don't believe there is a difference between cracked and modded to play pirated games. In fact, I don't see the point of bringing up the former in the context of running unsigned code, as it wasn't even in the original post.

Also, online components don't mean anything - you have a game with an ID and a user with another hardware ID.. you can't tie the two together (remember the Sony fuss) because it stops lending etc. The only way I guess you could protect it is by ensuring only one user ID can be associated to one game ID at a time (and vice versa).

I'm not even sure if this is a counterpoint to me or a counterpoint to itself. All I can say is that as long as you have only one person with one copy of the game online at a time, its already a pretty good deterent from piracy in the case that piracy is already rampant (ie. you can't play with your group of friends unless if you have a real copy.).
 
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Pirating is never good for a console. Every console sold to a pirate is money lost since they will not buy any games. It will also lower game/console ratio. The money is in the software not the hardware. I think this is a myth pirates use to justify their actions. Pirating helps to sell consoles that is just plain BS.

I do agree that MS did it right to play online you had to have an unmoded console. All my friends play online it is a big selling point to us. We all have to buy the original game maybe that is why the game/console ratio is so high on the 360.

The way I see it non-piratable is good for both console manufacture and software developers.
 
No, I don't believe any of that means anything practical if users can just replace the drive. It may be too early to tell, but from what I can see, the drive is a big enough loophole that it should be further abuseable.

You assume Microsoft don't check any form of serial number on the drive? This could easily be burnt into their TPM chip which verifies the hardware on boot is what it was previously. Many of the loopholes have been closed thanks to a very low tech solution, epoxy resin (also used in many security systems to encase sensitive components, you also add fine wire mesh circuits which trip when you attempt to etch it away too).

Further, in the context of this thread, I don't believe there is a difference between cracked and modded to play pirated games. In fact, I don't see the point of bringing up the former in the context of running unsigned code, as it wasn't even in the original post.

It is important, you won't be able to run code which degrades the security without getting it signed. Also you can't exploit things like stack overflows because of the way the Power architecture structures its stack.

I'm not even sure if this is a counterpoint to me or a counterpoint to itself. All I can say is that as long as you have only one person with one copy of the game online at a time, its already a pretty good deterent from piracy in the case that piracy is already rampant (ie. you can't play with your group of friends unless if you have a real copy.).

It's neither. I am merely highlighting the issues of trying to tie games to users during offline play. The only time you can tie a game down is to restrict one user (on one Xbox with a certain unique ID) to play an instance of one game (with a separate unique ID per disc) at once. This prevents people all playing together simultaneously online with a duplicated copy, it does not stop people playing at separate times with that pirate copy.


Overall, my point is that you claimed Microsoft had intentionally made the 360 easily hackable - it's not. It's extremely difficult because they have introduced techniques, which have been designed over several years for future PCs (and thankfully haven't made the jump, we are starting to see Fritz chips appearing though), with well understood security principles.

Dizzy said:
Pirating is never good for a console. Every console sold to a pirate is money lost since they will not buy any games. It will also lower game/console ratio. The money is in the software not the hardware. I think this is a myth pirates use to justify their actions. Pirating helps to sell consoles that is just plain BS.

I agree entirely. The only place where pirating can claim to have any position in strengthening a product is those that rely on network effects. Take Office as an example, the only reason everyone uses Office is because everyone else uses Office. Unfortunately, the barrier to entry is high (about 400 quid) so piracy of Office is rampant because there are many people who cannot overcome the barrier (or don't want to spend quite that much for simple actions) but need to use Office. This strengthens the brand because now pirates produce Office files so their associates must either pirate/buy Office to interact. Thankfully, many of these people will purchase a legitimate copy. This is the joy of lock-in.
 
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You assume Microsoft don't check any form of serial number on the drive? This could easily be burnt into their TPM chip which verifies the hardware on boot is what it was previously. Many of the loopholes have been closed thanks to a very low tech solution, epoxy resin (also used in many security systems to encase sensitive components, you also add fine wire mesh circuits which trip when you attempt to etch it away too).

This assumes the drive cannot be made to identify itself as whatever the modder wants it to be identified.
It is important, you won't be able to run code which degrades the security without getting it signed. Also you can't exploit things like stack overflows because of the way the Power architecture structures its stack.

Has this been required to run pirated Xbox360 games thus far (context of the thread)? As far as I know (which is not a lot!), it is not but I suppose you are in a better position to tell me otherwise.

It's neither. I am merely highlighting the issues of trying to tie games to users during offline play. The only time you can tie a game down is to restrict one user (on one Xbox with a certain unique ID) to play an instance of one game (with a separate unique ID per disc) at once. This prevents people all playing together simultaneously online with a duplicated copy, it does not stop people playing at separate times with that pirate copy.

My original post never even touched offline so I'm not sure why you decided to quote me on that as well. This next post does have a valid point, but does not take into account the fact that pirated games are distributed over the internet as copies of a copy. In the scenario I have highlighted, if online is so good that it is an unignorable part of the game, various security measures stop people from playing with a duplicated/downloaded copy or give them a lot more incentive to buy the real game. (I hope this logic is intuitive)
Overall, my point is that you claimed Microsoft had intentionally made the 360 easily hackable - it's not.

Looking purely at the results of their efforts - roughly 4 months for someone to run a copied version of games - I would say its hard to draw any conclusions ;) . That said, if you want to debate this, then I suppose its for another thread.
 
Where are you guys getting the LIVE as piracy deterrant argument from? From what I understand the hacking of the DVD firmware makes it impossible for the console to know if the game is original or not, which means you can play on LIVE with pirate copies just fine. It may have been their only mistake from a security standpoint, but it was enough of a whopper to invalidate all the other security systems implemented by MS. Now the ID thing might be the only way to detect pirate copies, but has anyone been banned from LIVE for that? I'm seriously asking here, I don't know of any cases though.

In the end it doesn't matter if your console is "secure" and prohibits the running of your own code if it lets you run pirate copies of the games (which is what they are actually trying to prevent). The way I see it no console manufacturer EVER makes their consoles easy to hack on purpose. It's a question of cost vs benefit. They won't spend more on security than the benefit associated with preventing pirate copies. This means in the real world that they just have to make pirating hard enough so that most people prefer to buy the games instead of the hassle. Which should mean you need to make some hardware modifications and need some kind of modchip.

So getting back on topic if the way piracy works on the PS3 requieres some kind of modchip like on the 360 I don't think it's gonna be that much of a problem i.e. the people that are willing to go through the hassle wouldn't be buying your games anyway. Now if it's like on the PSP where all you need is software, and people that would be normally buying games go for copies instead, you've got a problem.
 
Where are you guys getting the LIVE as piracy deterrant argument from? From what I understand the hacking of the DVD firmware makes it impossible for the console to know if the game is original or not, which means you can play on LIVE with pirate copies just fine. It may have been their only mistake from a security standpoint, but it was enough of a whopper to invalidate all the other security systems implemented by MS. Now the ID thing might be the only way to detect pirate copies, but has anyone been banned from LIVE for that? I'm seriously asking here, I don't know of any cases though.

In the end it doesn't matter if your console is "secure" and prohibits the running of your own code if it lets you run pirate copies of the games (which is what they are actually trying to prevent). The way I see it no console manufacturer EVER makes their consoles easy to hack on purpose. It's a question of cost vs benefit. They won't spend more on security than the benefit associated with preventing pirate copies. This means in the real world that they just have to make pirating hard enough so that most people prefer to buy the games instead of the hassle. Which should mean you need to make some hardware modifications and need some kind of modchip.

So getting back on topic if the way piracy works on the PS3 requieres some kind of modchip like on the 360 I don't think it's gonna be that much of a problem i.e. the people that are willing to go through the hassle wouldn't be buying your games anyway. Now if it's like on the PSP where all you need is software, and people that would be normally buying games go for copies instead, you've got a problem.

The argument is that MS can detect the hack and potentially ban the console.
They have yet to actually do this AFAIK, but the hack is certainly detectable.
 
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