this post was submitted on 30 Nov 2023
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Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ
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Piracy solutions can be made good too, though.
Well if someone is out there doing it for free, isn't it silly that some are demanding money and doing all kinds of extra work to lock things down?
You don't gotta pay me to dance, but I put on a better show than any trained ballerina.
Can they?
I'm an indie game developer (3 years at current company). Here's a brief summary of the anti-piracy/anti-cheat history we did -
Given enough resources anything can be done. I didn't say it was gonna be easy. But I gotta say, probably easier to make "cracked" movies convenient than games.
Why didn't you just encrypt your logs, and make your company the only one to have the key to actually read it? Or is there a risk of someone reading the data in memory before it gets encrypted and written to disk?
Encrypt your logs: exactly what you feared, and someone can just disable the encryption call or edit the key in memory too. Lots of ways to attack it.
If they change the key in memory, then it doesn't matter that you have the other side of the prior asymmetric key.
Yeah I know. I deleted my comment, as I realized I didn't read your comment properly
For any game with online components, the "ideal" way to combat piracy or cheating is with leaving as much stuff on the server side as possible, not unlike an MMO. Anything left to client side validation will be hacked.
Zachtronics games are single-player puzzle games with online scoreboards (a killer feature tbh). They validate your scores by uploading your solution to the server and running it.
They can be, but at least some of the stuff the Steam Deck does (automated updates, cloud saves, specific tweaks to get it running on its hardware) would be hard to make quite as convenient for pirates for one reason or another.
I mentioned the pirate equivalent to cloud saves, Syncthing - it is absolutely great, not that hard to set up considering what it does, and I absolutely love it and it feels like magic most of the time. But it's still not quite as easy and reliable as buying the game on Steam and relying on Steam's servers for cloud saves.
(The fact that it's hard to make pirated versions reliably update automatically also means that rapid updates are one of the best ways a dev can deter pirates, at least for as long as the game remains supported. I've absolutely pirated games that are in early access and then bought them, partially because I liked the game and wanted to support the devs, but mostly because I wanted to get updates immediately and automatically rather than having to wait for it to appear somewhere and then install it myself.)