Posted November 11, 2010

And when it does stop you from playing a game, you only have 2 choices that are always available. Join the pirates or accept that the game has been "stolen" from you.

You know how you can connect to a bunch of different servers? Usually, that is handled through what is called a "Master Server' (think of it like the tracker, to a bunch of users legally torrenting a new Linux distribution). When the Master Server goes bye bye, the game is basically dead (all that is left is direct connect/faking LANs).
And those usually integrate the "one user per key" thing.
And actually, the multiplayer-oriented serial key example (nothing else, just the serial key) is one where the "honest user" is always less inconvenienced than the pirate. Pirates get stuck playing on pirate (hack-filled) serverfs, or need to steal a new key every few weeks.
People focus on the negative things about DRM, but rarely acknowledge the neutral/positive things.
And I am programming a multiplayer game and the architecture for it uses both a "master server" (or lobby) and per-player keys but because they won't be for enforcing DRM, I can architect them to provide a better experience instead of interfering with the players.
As for the multiplayer key, how do you figure the honest user is inconvenienced less than a pirate?
User finds their key is currently in use:
Pirate: Generates a new key, goes back to playing in <10 minutes
Customer: Contacts the key-giver (if they still exist) and requests a new key. Has to provide money/proof of purchase to receive new key. Process takes >10 minutes.
EDIT:
And here is why people focus on the negative side of it:
When it works, it's neutral.
When it breaks, you lose.
Post edited November 11, 2010 by xyem