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	<title>Comments on: Copy Protection on Demos.</title>
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	<link>http://blog.prelode.com/2006/08/copy-protection-on-demos/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=copy-protection-on-demos</link>
	<description>On Prelode&#039;s development.. once it begins, anyway..</description>
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		<title>By: jw</title>
		<link>http://blog.prelode.com/2006/08/copy-protection-on-demos/comment-page-1/#comment-742</link>
		<dc:creator>jw</dc:creator>
		<pubDate>Tue, 12 Dec 2006 03:12:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.prelode.com/?p=46#comment-742</guid>
		<description>Looks like securom is now detecting the filemon/regmon drivers and denying access to games based on those.  I just got the same error from Dark Messiah of Might and Magic.  Unfortunately I&#039;d already purchased it.

Sucky.</description>
		<content:encoded><![CDATA[<p>Looks like securom is now detecting the filemon/regmon drivers and denying access to games based on those.  I just got the same error from Dark Messiah of Might and Magic.  Unfortunately I&#8217;d already purchased it.</p>
<p>Sucky.</p>
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		<title>By: SonOfNed</title>
		<link>http://blog.prelode.com/2006/08/copy-protection-on-demos/comment-page-1/#comment-324</link>
		<dc:creator>SonOfNed</dc:creator>
		<pubDate>Thu, 12 Oct 2006 15:48:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.prelode.com/?p=46#comment-324</guid>
		<description>A more intersting viewpoint about copy protecteion comes from the analysis of what you are protecteing.  You are correct in your observation that the game engine is not worth protecting due to it (hopefuly) being updated, however there are two good reasons that I can see for having copy protection in demos (assuming that there is copy protection in the final game:
1. To test if it works - you will irritate users to a far lesser extent if you stop their demo from working than if you stop their bought for game from working.  If the CP does not work in the demo, it can be used as a giant beta test to root out problems.
2. Although the engine itself is not worth protecting, the art and levels most cirtainly are.  these are the things that take time and skill to craft, and what gives each game its unique signature.  Its as much about protecteing the identity of the game as anything else.  Afterall, most useres do not care what game engine is being used, they care about how the game looks, sounds and smells (well in the furture anyway)

However, the proliferation of CP technology is IMHO only likely to promote the growth of technology to break it.  Its an arms race between the manufacturers and the criminals.  Unfortunatly, most of the customers are gunned down in the cross-fire.</description>
		<content:encoded><![CDATA[<p>A more intersting viewpoint about copy protecteion comes from the analysis of what you are protecteing.  You are correct in your observation that the game engine is not worth protecting due to it (hopefuly) being updated, however there are two good reasons that I can see for having copy protection in demos (assuming that there is copy protection in the final game:<br />
1. To test if it works &#8211; you will irritate users to a far lesser extent if you stop their demo from working than if you stop their bought for game from working.  If the CP does not work in the demo, it can be used as a giant beta test to root out problems.<br />
2. Although the engine itself is not worth protecting, the art and levels most cirtainly are.  these are the things that take time and skill to craft, and what gives each game its unique signature.  Its as much about protecteing the identity of the game as anything else.  Afterall, most useres do not care what game engine is being used, they care about how the game looks, sounds and smells (well in the furture anyway)</p>
<p>However, the proliferation of CP technology is IMHO only likely to promote the growth of technology to break it.  Its an arms race between the manufacturers and the criminals.  Unfortunatly, most of the customers are gunned down in the cross-fire.</p>
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