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    Private Servers, MMO Piracy and the Future of DRM

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Private Servers, MMO Piracy and the Future of DRM Empty Private Servers, MMO Piracy and the Future of DRM

    Post by Shu Fri Aug 20, 2010 4:47 am

    http://www.zam.com/story.html?story=23033

    Blizzard was awarded $88 million in damages last
    week from its lawsuit against Scapegaming, a large private WoW server;
    meanwhile, the rest of the gaming industry is taking new copy protection
    cues from MMOs


    While piracy in MMO gaming isn't as prevalent as
    in other video game markets, Activision-Blizzard and other publishers
    remain aggressive in their hunt for operators of rogue, "private
    servers." Last week World of Warcraft publisher Blizzard made headlines across the blogosphere after the company was awarded more than $88 million in damages in federal court; the complaint was originally filed in October 2009,
    alleging Alyson Reeves—the defendant and operator of a popular
    "Scapegaming" private server—broke the company's EULA by hosting the
    illegal server and selling in-game items for real money via PayPal.
    The recent lawsuit is one of the most extreme cases of piracy in the
    MMO industry; Scapegaming hosted 427,393 total users, with 32,000 to
    40,000 players online each day, according to the court order [via THR, Esq.].
    But is piracy in MMOs a widespread problem for most of today's
    publishers? Or is online gaming, by nature, more prohibitive to "digital
    theft" than traditional video games? Some publishers are taking cues
    from the cloud-based nature of online gaming, adopting new forms of digital rights management (DRM) for single-player or "offline" games that rely on users' Internet connections to constantly validate their usage rights.
    Private Servers, MMO Piracy and the Future of DRM 174528
    From the perspective of non-gamers and MMO rookies, the recent news
    fiasco might lead some readers to believe that piracy in the MMO market
    is running rampant, or that private servers like Scapegaming are
    robbing game publishers blind. While it's true that private MMO servers
    almost always have a negative impact on the industry (and we at ZAM
    would urge players to stay away from them for a variety of other
    reasons, as mentioned below), it's important to recognize the relative significance of this case, as opposed to the rest.
    This is one of the largest of such private servers to be pursued in
    court by Blizzard; the defendant earned more than $3 million by
    collecting PayPal "donations" from users in exchange for leveling boosts
    and epic gear, according to Gamasutra.
    Reeves failed to show up in court to defend herself last week and
    Blizzard was awarded a default judgment of $88 million. That total
    equals "$3,053,339 in profits from the improper private server, $63,600
    in attorneys' fees and a whopping $85,478,600 in statutory damages for
    willful infringement," according to Eriq Gardner of the THR, Esq. column. Blizzard later issued the following statement in response to the ruling:

    "Our ultimate goal is to create the best games in the world, and
    that means we need to protect our games and safeguard our players’
    experiences with them. Server emulators that use Blizzard’s IP
    facilitate piracy and offer unauthorized, inconsistent gaming
    experiences that can damage Blizzard’s reputation and goodwill with
    players. We take these types of threats very seriously and will continue
    to take every available measure to protect our rights globally."

    Scapegaming was one of the largest and most popular private WoW
    servers in 2009 and Reeves was essentially selling in-game content in micro-transaction format, so it's no surprise that her server was at the top of Blizzard's hit list. As Scott Jennings notes in his BrokenToys blog,
    420,000 users is huge; the size of most legitimate, "second-tier"
    MMOs, let alone the player base of a private server. This case is
    clearly an example of Blizzard setting a legal precedent, similar to
    its 2008 lawsuit against MDY Industries, retailer of WoWGlider (a utility that allowed players to "bot" and take advantage of other game client mechanics).

    Private Servers, MMO Piracy and the Future of DRM 174524
    Legal actions like these aren't just about preserving a publisher's
    EULA and proprietary server technology, however; it's also about
    combating piracy under the broad wings of the Digital Millennium Copyright Act
    (DMCA), which video game developers and publishers have been doing for
    years. Historically though, online gaming and MMOs were targeted much
    less than traditional PC and console games because of their intrinsic
    nature; the client requires a constant connection to the server, which
    also validates a user's game license.
    But the advent of server emulation, free virtual private networks
    (VPNs), network tunneling and other technology has increased the
    accessibility of private servers in recent years, allowing users
    unlicensed access to MMOs and other online gaming. It's usually a game
    of cat-and-mouse with the smaller private servers; DMCA takedown notices
    are sent to the service provider, the server goes down and another one
    pops up to take its place. Sometimes private servers grow so big and
    popular that publishers get the FBI involved, as was the case in
    NCsoft's 2006 Lineage II private server takedown.
    In the MMO realm, most community members regard private servers as
    shady and often dangerous; a back-alley endeavor that isn't worth the
    risk of getting caught and banned by the game's publisher, or having
    one's machine infected with malware and other unscrupulous logging
    software. Many private server invitations and registrations are a ruse
    in themselves, designed to trick users into providing login credentials
    and other personal information.

    Private Servers, MMO Piracy and the Future of DRM 174525
    If you're not familiar with the term "private server,"
    it's used—in the context of MMOs, at least—to describe a non-sanctioned
    server environment that allows users to play online, without accessing
    the publisher's official servers. Players use them for avoiding
    monthly subscription fees, gaining access to restricted content,
    testing purposes and more. Private and emulated servers are also used
    for other types of games, like first-person shooters and real-time
    strategy titles (usually for the same reason—to play online for free,
    using pirated copies of the game).
    However, the use of private servers and VPNs to play online games for
    free isn't as easily-accessible as downloading a BitTorrent file, for
    example. The technology is becoming a bit more user-friendly
    for traditional PC games, though. Up until the past few years, those who
    downloaded pirated copies of games like Left 4 Dead and Mass Effect
    could only play the single-player campaigns; they weren't able to
    access the official servers to play online with other people, because
    the server checks to make sure each player is using a valid license. The
    emergence of easy-to-use VPN services like Hamachi, Wippien and Tunngle has changed the norm, allowing easier access to third-party servers with pirated video games.Although the MMO industry might not be losing that much business from
    private servers (with the exception of some markets, according to MMO anti-piracy groups like China's OGAAP), the rest of the gaming industry is scurrying to find new anti-piracy solutions. Last year Ubisoft announced it was working on new anti-piracy techniques, which were later unveiled in Assassin's Creed 2 as the infamous connection-required DRM.
    Similar to MMO games, Ubisoft's new DRM protection requires a constant
    Internet connection to access the game, even in single-player mode.
    The new DRM technology in Assassin's Creed 2 and Silent Hunter 5 outraged thousands of gamers
    and sparked a PR nightmare for Ubisoft; players couldn't access the
    game if their Internet connection was down and game saves were lost if
    their router malfunctioned. Ubisoft's servers even went down at one
    point, denying game access to customers. Worse still, the pirate "scene"
    cracked Ubisoft's DRM within 24 hours,
    effectively making pirated copies more desirable than legitimate
    versions. Ubisoft eventually deployed a patch that helped users retain
    game saves when kicked offline, and it appears that future games will use Valve’s Steamworks API instead of the "always online" solution.

    Private Servers, MMO Piracy and the Future of DRM 174530
    Blizzard's new Battle.net system also sparked debate last year when it was announced that StarCraft 2 wouldn't support LAN play, a defining feature of the original game. Although Blizzard's new DRM used in StarCraft 2 isn't as restrictive as Ubisoft's, the server-side authentication required to play the offline, single-player campaign is frustrating to some.
    "While single-player will be available offline, installation must have an internet connection in order to proceed," Incgamers.com
    explains in a Q&A with the SC2 development team. "You are also
    required to have or signup for a Battle.net account in order to install
    the game. All achievements and friends lists etc will be available as
    soon as you logon, but the actual single player game is available
    anyway. 'You can [play single player offline], but we don't encourage
    it.' [lead designer Dustin] Browder said. 'We totally allow it if you
    want to do it,' but the point is 'you don't get access a lot of the
    stuff.'"
    Online gaming piracy is forcing desperate companies to think outside
    the box; Codemasters CEO Rod Cousens suggests the solution might be in
    selling "unfinished games," according to an interview with CVG.
    Admitting that traditional DRM isn't doing the trick, Cousens wants
    publishers to "sell unfinished games" and "to offer the consumer
    multiple micro-payments to buy elements of the full experience." He
    explains that even if such games are pirated, the "complete" experience
    won't be available unless players buy additional elements.
    Cousens is essentially suggesting the equivalent of distribution and revenue models used in MMOs like Dungeons & Dragons Online, Warhammer Online, Lord of the Rings Online
    and many other free-to-play titles. As digital distribution continues
    to grow in popularity, we've already seen the precursor of this idea in
    the form of downloadable content (which is commonly pirated in addition
    to the "core" game).

    Private Servers, MMO Piracy and the Future of DRM 174526
    So the issue comes full-circle, back to server-side authentication
    and some form of "always connected" DRM, which most gamers loathe. It
    works for MMOs because the whole point is online gameplay, and the same
    is usually true of multiplayer-heavy games like StarCraft 2, Left 4 Dead and Modern Warfare 2. But even then—and especially with solo-oriented games, like we've seen in Assassin's Creed 2—players are having a tough time accepting the "always connected" solution that publishers are shoving down our throats.
    Until the gaming industry can find some kind of compromise—which
    should become easier as the older generation of "Doom LANers"
    retires—the best way to vote is with your wallet. Support developers who
    have enough faith in their products to release a game without any copy
    protection at all, like the uber-successful World of Goo.
    Snub publishers who incorporate ridiculous protections that require
    "always connected" restrictions if you don't agree with them. Let the
    industry know that the best way to curb piracy is to make legitimate
    game copies more desirable than pirated ones, as obvious as that concept
    should already be.

      Current date/time is Fri Nov 22, 2024 7:37 am