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It will be if TAGES has anything to
say about it. They believe that they have a system that will make game cracking
a thing of the past. While they do not claim their Tages Dynamic Virtual
Machine (TDVM) is completely uncrackable they do believe that it will make
cracking so time intensive that crackers will turn to games that are easier to
open. This means that game companies who use the TDVM could maximize their
profits, increase their sales and lower their worries. It could also mean that
game prices could stabilize because many publishers have claimed the level of
piracy of their games as one of the reasons for increased game prices (along
with larger development costs do to larger and more graphically intense games).
So how does it work? Well the TDVM
takes the game code and expands it. For example 5 game instructions would be
turned into 50,000 executed instructions making it extremely difficult to
track, dissect and decode. It also incorporates the debug and security code
into the game code and forms pseudo code that is tough to read and understand.
At press time there have been no actual cracks of TAGES protected games. There
have been workarounds in the form of emulation tactics but they are working to
block that avenue as well.
Fireglow Games and Spellbound
Entertainment believe in the system so much they not only use it on all of
their games now, they even sent a representative to Paris GDC to assist TAGES
CEO Vincent Lefebvre with his presentation. “It works,” said David from
Spellbound (no business card so I missed his surname, sorry David), “the sales
numbers on the games have shown a distinct lack of that drastic drop indicative
of a cracked version of the game becoming available.”
But as always you’re thinking who
cares about copy protection, I just want games. Well a functional copy
protection system is a difficult thing to master as many others have shown. If
you look at some of the usual suspects in game copy protection you find they
have not historically worked all that well and some even go so far as to making
games unplayable. A prime example of that is SecuROM which is not only cracked
within a week of game launch but also has serious incompatibility issues with a
host of programs that might be installed on a machine. I even had problems
simply running a SecuROM game on a fresh install of Windows XP.
The TAGES system is highly flexible
giving the developer the power to encrypt various areas of the game instead of
the entire game. This cuts down on resource consumption and helps prevent frame
rate degradation. That means there should be no impact to the gaming
experience, little noticeable increase in loading or initialization times. It
means there should be no higher system requirements to accommodate the TAGES
protection and overall it could be a great thing for gaming.
As I stated before another benefit
of the system could be the slight stabilization of game prices due to the lower
rate of piracy. Now I won’t go so far as to say game prices will fall because
we know that would just be ludicrous, now that the publishers have us paying
the current rate they would never back off from it even though they would
probably see increased sales in the end.
Denis (again no card, so no
surname..sorry Denis) from Fireglow also mentioned that security updates could
be sent in additional content for the games or in a game update. That means
that it could make having a cracked or illegal version of the game simply not
worth playing. You would have to not upgrade the game or you would have to
upgrade and wait until there was yet another crack fix to get the game running
again. Really, is a free game worth all that hassle? If you love games and want
to play them then save up, dig out that pocketbook and give up some cash, after
all without cash the companies would simply stop making games and then we would
all be in a bad spot.
There is a lot of technical
information that I absorbed during the session as well that isn’t all that
interesting to the general gamer so I’ll compress it. When code is submitted to
TAGES you can instantly generate 1000 serial numbers so that means those PR,
marketing and sales people don’t get an unprotected copy. The protection works
for both disc-based and online distribution methods and uses the same .EXE for
both. Since a new virtual machine is created for each game it means that there
is no reiteration of protection and if one game is cracked it does not mean all
the others will. Daniel told us a story about how they used separate EXE files
for each language but the Russian publisher did not want to use the system. The
Russian EXE file was cracked and spread but it did not affect the other
versions until an adaptation was made to use the other languages. So even in
this case the TAGES system was not compromised. Having used the system before,
it took 3 days of work by the lead coder on Helldorado to implement the system
in their latest title. Fireglow did it in 4 days on their first title to use
the system. So it shows it’s quite easy to implement on the developer end.
This was perhaps one of the most
interesting sessions I attended and I was looking forward to it from the moment
I read the schedule and saw it. Game piracy affects us all whether you believe
it or not. If companies don’t make enough money on titles they stop making
them. Since we all want the best titles available that means we need diversity
in the marketplace. In the current day and age where giants are roaming the
land in the form of EA, Vivendi/Activision/Blizzard, THQ and Ubisoft….we need
those little guys to bring us the games that the big guns aren’t willing to
take a chance on. But those companies need to know they have a chance to make a
profit and with a drastically lower piracy percentage they would have that
chance, they would make that game and we would have hundreds of interesting,
fun games that we don’t have now.
Games currently available that use TAGES: Stranger,
Anno 1701, The Settlers, Helldorado, Sudden Strike 3: Arms for Victory and
more.
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