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teceem: And only in a world without pen and paper does a key actually restrict from illegally distributing a game.
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Falkenherz: That's why it is an outdated form of DRM that has been replaced with more restrictive methods like online activation and account binding. I am not arguing that a simple product key is a very effective way of preventing unauthorized use of a software, but it requires an additional step to make a copy for someone, because you also have to provide them with the correct key. That will not stop you from making a copy for your best friend, and then him making a copy for his friend; however, the longer the chain gets and the more middleman are in this chain, the greater the chance of someone messing up and providing a wrong key or losing the scrap of paper on which they noted the key. Remember that this came from a time where you couldn't simply download 500 Mb from the internet because that would have taken you five day. You had to make a physical copy and give it to the other one in person.
Personally I don't care about the illegal distribution - it's about making a personal backup.
But anyway....
And I agree, the process of copying the data was a far more effective "restriction"/DRM then the key itself ever was. It's just too silly to call it DRM (regardless of intention). Writing "please don't copy" on the front of the box would probably be more effective.
Post edited November 12, 2016 by teceem
It's semantics. "DRM", as it was introduced, referred more-or-less to a system by which the person possessing data or software was unable to use it without the assistance of an agent of a second party who decides if and how you can use it. As an early example, DVDs required a cryptographic key to play, and to get a key DVD player manufacturers needed to agree to a contract to, among other things, refuse to allow the owner and operator of the DVD and player to skip past ads in the DVD. So the player was an agent of the licensor and not its owner.

DRM can be used, for example, as a form of copy protection. So a synechdoche developed where DRM and all those other things that can also be used "for example, as a form of copy protection" are all called "DRM". Serial keys, for instance.

I personally wouldn't consider serial keys to be a form of DRM because if I have the key then I am the authority on whether I can use the product. As I prefer to use the term "DRM" that firmly disqualifies it. But that's just my choice of semantics - others prefer a more synecdochical usage of the term, and that's perfectly valid.
Well I remember the days when various groups went to great lengths to make keygens. And people on forums, usenet, irc, everywhere asking for keys, or trying to google keys because they didn't have the required keys. Furthermore, legit owners would be discouraged from sharing their keys for various reasons. For example, people were often offered to "register" their single player game for goodies, obviously you wouldn't want anybody else to use that key.

So clearly it had an effect. It is a restriction. And I can tell you what it is like when you have a game but no key to it...

You argue that it is silly to call it DRM because it is easy to work around. Well guess what, lots of old DRM schemes have become trivial to work around. And many new DRM schemes can be worked around too.

Really how easy or hard it is to break has nothing to do with whether it *is* DRM or not.
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Barefoot_Monkey: I personally wouldn't consider serial keys to be a form of DRM because if I have the key
Then we can pretty much stop calling all DRM schemes DRM. Because nearly all of them involve a key or keys, and if you have the keys, you effectively become the authority on whether you can use the product. This includes the DRM on DVDs....
Post edited November 12, 2016 by clarry
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clarry: Then we can pretty much stop calling all DRM schemes DRM. Because nearly all of them involve a key or keys, and if you have the keys, you effectively become the authority on whether you can use the product. This includes the DRM on DVDs....
I genuinely don't understand your line of reasoning. Why do you feel that simply involving a key or keys in some way causes you to effectively become the authority on whether you can use the product? Could you please explain what you mean?
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snowkatt: if you dont have the serial key you cant use the softwarre
it either wont install or you cant unlock the rest of the features and it will stay in demo mode ( or shareware mode with nag boxes)
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teceem: But you have the key, because you bought the game, and if you copied it from a friend, you just wrote it down. In both cases > no restriction of usage.
So then you say what if you didn't write down the key? But what if you didn't copy ALL of the installation files? (in both cases = same result, you can't play the game....) But nobody claims that the installation files are DRM, so why would the serial key be?
It's the new hot to require online authentication, so the game dials home snap shots your computer specs and then locks the key down. Or a little more savvy is it locks the key to an account.
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teceem: What about system requirements? A restriction made by developer and/or publisher, but also not considered DRM.
If the game checks the system requirements, and there's no way to override the check if your system doesn't pass, then it is DRM.

If the game will still try (and possibly) fail to run if the system requirements aren't met, or if there is a way to bypass the check, then it is not DRM, even if the game ultimately fails to run (for example, due to lack of RAM).
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clarry: Well I remember the days when various groups went to great lengths to make keygens. And people on forums, usenet, irc, everywhere asking for keys, or trying to google keys because they didn't have the required keys. Furthermore, legit owners would be discouraged from sharing their keys for various reasons. For example, people were often offered to "register" their single player game for goodies, obviously you wouldn't want anybody else to use that key.

So clearly it had an effect. It is a restriction. And I can tell you what it is like when you have a game but no key to it...

You argue that it is silly to call it DRM because it is easy to work around. Well guess what, lots of old DRM schemes have become trivial to work around. And many new DRM schemes can be worked around too.

Really how easy or hard it is to break has nothing to do with whether it *is* DRM or not.
Now you're talking about the key as a "DRM mechanism" for (online) support. I agree, that's more effective than what we were talking about here: the serial key as copy protection for the game itself and only that.

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clarry: Then we can pretty much stop calling all DRM schemes DRM. Because nearly all of them involve a key or keys, and if you have the keys, you effectively become the authority on whether you can use the product. This includes the DRM on DVDs....
If a game requires online activation, then without the activation server(s), owning even a thousand keys makes you nothing more then the proud owner of... useless installation files.


Anyway, I've got my answer! Something could be regarded as DRM if there's the intention to restrict usage, even if it's hardly effective at doing that.
Someone in the 80s(70s?) must've thought: The cost of printing those serial numbers are all worth it if even a few would-be pirates are dumb enough to not write down the key (and the original owner or previous pirate dies so they can't go back for it). :-D
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teceem: Now you're talking about the key as a "DRM mechanism" for (online) support. I agree, that's more effective than what we were talking about here: the serial key as copy protection for the game itself and only that.
But the serial key is least of all a copy protection! It does absolutely nothing to prevent copying; it is used to restrict the *use* of copies.

If a game requires online activation, then without the activation server(s), owning even a thousand keys makes you nothing more then the proud owner of... useless installation files.
Most activation schemes (whether online or offline) ultimately rely on keys and encryption. An online activation server (or the lack of one) doesn't prevent you from playing a game; the game itself prevents you, and the online server enables you, by providing you with the key that makes the game unlock itself. The catch here is that the key you might see printed in your game's manual is not THE KEY; your key is more like the Certificate of Authenticity that is tacked on computers with an OEM copy of Windows. This is what might be confusing you.

THE KEY is often a decryption key that enables you to execute an application or watch a movie or whatever. It might be returned to you (well, to your software) in the process of online activation through a key server, or it might be stored in BIOS (for OEM copies of Windows), in the firmware of your DVD player, whatever.

In all cases, having THE KEY gives you the ultimate say in what you do with your data. The earliest known breach of the DRM on DVDs involved basically nothing more than THE KEYS extracted from the firmware of a DVD player, while better methods can use brute force to obtain THE KEY (see libdvdcss). A common method for pirates to bypass Windows' activation involves inserting (or faking) SLP keys in the BIOS, or by using a leaked VLK. If I try to watch a DRM protected vide on youtube, well it doesn't work in my browser without flash, and youtube-dl won't download the video. But if I had flash, I could find THE KEY in flash's memory or in the network traffic, the key that is used to decrypt the rtmpe stream. And I could use that key with rtmpdump to download a copy of the DRM protected video and simultaneously have the DRM stripped out. More DRM in the movie playback chain involves e.g. HDCP, which, as you might guess, is reliant on encryption.. and keys to decode the encrypted stream.

And SecuROM? Well, the activation process returns you THE KEY. If you have THE KEY, or if you can generate THE KEY... you're in luck. https://www.youtube.com/watch?v=x6M5bOvv0Fg

The old CD key based protection is weak because it effectively places THE KEY (or a code that yields THE KEY offline in software on your PC) in your hands, only trusting you not to share it with the world. So these newer mechanisms either place THE KEY somewhere out of sight (firmware, BIOS, etc.) or they give you a token of authenticity that enables you to obtain THE KEY from an online server.

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Barefoot_Monkey: I genuinely don't understand your line of reasoning. Why do you feel that simply involving a key or keys in some way causes you to effectively become the authority on whether you can use the product? Could you please explain what you mean?
I mean you said it yourself: if you have THE KEY, you become the authority. So with CD keys, so with DVD decryption keys, so with Windows SLPs and SecuROM unlock keys and so on.

Of course merely involving keys doesn't mean you always get full access just by having the keys. But most schemes really rely on nothing more than keys! Now if they did rely on something else, e.g. half of your game data being stored on the publisher's server, only accessible by logging in to your account, well in that case keys alone aren't all you need. But people could copy that data and after that it boils down to having the keys.
Post edited November 12, 2016 by clarry
Keys are a form of copy-protection/DRM, although generally with just installing not it's usage (usually). Still if you lose your key, there's bound to be endless lists of keys just dumped out there for anyone to use. I'd prefer fully DRM-free but work with what you can.
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toxicTom: Or, concerning multiplayer (which happened quite often): "Key in use"...
Reminds me of NWN where I wanted to play with my GF and it of course refused. It also was annoyed when you try to use a ISO mounting program...
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clarry: I mean you said it yourself: if you have THE KEY, you become the authority. So with CD keys, so with DVD decryption keys, so with Windows SLPs and SecuROM unlock keys and so on.
No, that's kind of the exact opposite of what I said. I'll use formal language.

IF having a valid product key is sufficient to make one the authority on whether a product can be used
AND purchasing the product causes you to have a valid product key
THEN the requirement to have a valid product key is not DRM

With the Content Scramble System (CSS) used in DVDs you do not get the necessary key. The key exists on your DVD player, but in order to obtain a key the manufacturer had to agree to make the DVD player an agent of the licensor instead of the owner of the player. So that fails the second requirement.

Here's another one: if you have a game that requires you to enter a code, but contacts an activation server to verify your code, then that fails the first requirement, because having a valid key is now necessary but not sufficient (you need the server to be available and to honour your request).
Post edited November 12, 2016 by Barefoot_Monkey
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Barefoot_Monkey: With the Content Scramble System (CSS) used in DVDs you do not get the necessary key. The key exists on your DVD player, but in order to obtain a key the manufacturer had to agree to make the DVD player an agent of the licensor instead of the owner of the player. So that fails the second requirement.
Yep... Quite an annoyance for making free players for Linux and the like, although the keys are locked to the devices so once discovered they can be used everywhere to decrypt (which was done back in the early 2000's as I recall).

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Barefoot_Monkey: but contacts an activation server to verify your code, then that fails the first requirement
To add to this, not that long ago (2 years?) I considered getting the Starcraft 2 game, but I didn't want to buy it new. Found some discs on Ebay, but looked up that you required a unique key because it gets locked to your account. This means such a purchase was pointless because I couldn't play it myself offline.


Not that long ago there was the discussion of how DVD's movies and DRM wasn't a bad thing because it works and is invisible; They refused to acknowledge that maybe we didn't want to use the 'officially licensed' players and require our keys and licenses checked before we wanted to do something. Something of a problem. Like the DRM used in iPods and Zune and iTunes with proprietary software.