@chaban
It was similar with computer games.
Automatically translated text from this link:
https://www.komputerswiat.pl/gamezilla/aktualnosci/historia-zabezpieczania-gier-w-pigulce/zlqzzke
The history of game security in a nutshell
As soon as games stopped being an engineers’ toy and became a normal product of mass entertainment, the problem of illegal copies appeared. Pirates, which was once the name given to enterprising gentlemen who copied games on a large scale and sold them to dishonest customers, were already a great plague back then. And even then, attempts were made to protect ourselves against their nefarious activities.
Cassettes, cartridges, floppy disks
These protections were as simple as the first games and the media on which they were distributed. A good method was to save games in the permanent memory of so-called cartridges, which significantly limited the pirates’ room for maneuver - copying the production technology of these cartridges was not impossible, but extremely difficult. Magnetic tape cassettes and floppy disks, which quickly replaced the former, are different. In this case, copying was not a problem because the media and methods of copying were common and available to everyone. How did you defend yourself against game theft back then? By tying security not to the media, but by building references to the printed manual into the game. Often, while playing, a specific question would arise, and the answer to it could be found in the manual - it could even be a question about what the sixth word was on the twentieth page of the manual. This method of protection had one cardinal drawback - it did not work if pirates also wanted to copy the instructions themselves. It also quickly became obsolete with the advent of the Internet and widespread access to information, including game manuals.
CDs
Before this happened, however, a new format and medium, i.e. CDs, became popular. In the beginning, they themselves were the best security, because blank records were very expensive, as was specialized copying equipment. After a few years, however, not only did the prices drop to ridiculously low levels, but there was also a great egalitarian pirate revolution - game theft began to take place via the Internet. There was no need for a pirate intermediary anymore, the game could be downloaded from so-called “warez”, i.e. special websites.
The first DRM
It was also then that the first real digital rights management security systems, or DRM, were created. They usually involved protecting the disc itself against simple copying. However, the pirates did not give up and it quickly turned out that it was not enough. Therefore, software security measures also appeared and games began to check whether the original disc was in the drive using specially generated, unique codes and digital signatures. This is how the SafeDisc system worked, among others. LaserLock, on the other hand, used intentionally corrupted data on the disc - the original disc was designed to bypass it, but this algorithm could not be copied and the pirated copy was unusable due to the incorrect files.
Controversies
More and more advanced disc protection systems began to appear, and with them waves of protests from honest users. The StarForce system, developed in Russia and very difficult to “crack,” was extremely criticized for not only not working well with various CD and DVD drives, but also silently installing its libraries and executive files on the computer, which cannot be removed after uninstallation. games, which cause a number of problems in everyday use of the computer. Similar, although not as intense, controversy accompanied the TAGES system, which also “added” its own additional drivers to the system, which were difficult to remove later.
A new era - connections to the network
Eventually, software producers came to the conclusion that the network and its capabilities were not only beneficial to pirates, but could also be used by them to secure games. This is how online activation and verification systems for the original game, such as SecuROM or Steam, were created. But they were also met with protests from players - although they were not invasive, they forced the recipient to have an Internet connection, at least to initially activate the product, even though later they could work completely “offline”. Attempts to limit the number of this type of online activations for one copy of the game also met with resistance from the gaming community - titles such as “BioShock” and “Spore” were sharply criticized for not allowing the game to be installed more than a few times. Many companies, such as Electronic Arts, have withdrawn from the installation limit, and currently, although it is still applied, it is usually not only quite high, but also after deleting the game you “recover” the activation devoted to its installation, which in practice allows you to play the game for as long and as often as you want.
The controversy continues
However, the above software protections were almost no obstacle to groups of pirate code breakers, who always made it a point of honor to circumvent and eliminate various security measures. The latest method of combating them was to be security measures introduced by UbiSoft and Electronic Arts, which required constant contact and verification of the game via the Internet, every minute of playing. You couldn’t play if the game wasn’t connected to the main servers and… that’s exactly what happened when angry pirates attacked UbiSoft’s servers, preventing honest buyers of games like “Assassin’s Creed 2” and “Silent Hunter V” from playing normally for a number of days. Despite this, UbiSoft and Electronic Arts, following in its footsteps, did not withdraw their new security measures, although they were eventually defeated by hackers, just like all the previous ones.
Against DRM
Interestingly, some game producers and publishers do not believe in the effectiveness of security measures at all; on the contrary, they consider them harmful because they only bother legal buyers, limiting them in various ways. And the pirates get by anyway. In order not to trouble its customers, StarDock, the producer of games such as “Galactic Civilizations” and “Sins of a Solar Empire”, distributed without protection, abandoned DRM protection. Many independent creators also do not accept DRM and believe in the honesty of their fans. The GOG.com website, run by the Polish CD Projekt, even boasts that all the old, classic games on its offer are devoid of any security measures and can be copied as many times as you want.
Uncertain future…
What is the future of DRM? If we can draw conclusions based on past experience, it presents itself in two ways. On the one hand, using new technologies, the war against pirates will continue, leading to an escalation of the conflict that is difficult to predict. On the other hand, opposing initiatives will continue to be visible, rejecting DRM by definition. Which model will triumph? We’ll find out in a few years. Let’s just hope that players and their comfort will be a priority.
Joanna “Neithe” Serafin
Individual protections shown on Wikipedia:
https://en.wikipedia.org/wiki/Category:Compact_Disc_and_DVD_copy_protection