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by deaddodo 1434 days ago
This has become SOP for Ubisoft and EA; but I believe you’re referring to Simcity by EA. That was the most egregious example with the most press and was zero-day cracked with a stub server interface.
3 comments

EA claimed that it needed a server connection because a desktop computer couldn't run the simulation. This claim was absurd on the face of it; EA couldn't possibly turn a profit if each copy of the game required dedicated beefy-ass server hardware to support it.

But of course, on launch it was quickly discovered the game ran just fine without an internet connection. After 30 minutes, the game would complain the server would time out and shut down voluntarily. But all it took was patching the "30 minutes" magic number. Poof, problem solved.

Long story short, it is an ongoing problem that pirates receive a superior product. (A problem for publishers anyways, not one for pirates.)

> EA couldn't possibly turn a profit if each copy of the game required dedicated beefy-ass server hardware to support it.

I think the charitable interpretation of EA's (fantastical) justification, was that they were planning to have some shared agent-based simulations being run in the cloud (one per "region" — where the whole point of the SC5 "regions" was that they were a sharding boundary for this shared simulation); where your updates to your city would be (asynchronously) incorporated into that shared agentive model; and then the interactions of the agents flowing through that shared model, would get reflected back into your city.

In other words, it wouldn't have been an O(N) computing-power thing, but more like O(N^0.5). Something that would greatly benefit from economies of scale, insofar as a region with 16 tenants wouldn't require much more computation than a region with a single tenant — and likely there'd be a per-region cap on the total number of agents to limit total simulation complexity.

Of course, this isn't what they did; but I think it's what they were claiming they did. Maybe it was even what their marketing department had been misled into thinking they had already done (or would do soon after launch day), because it was something their engineering department had tried to do, but just never got operational "yet".

>it was something their engineering department had tried to do, but just never got operational "yet".

OR it was something a product manager aimed to do, and it was sold internally before it was developed - and then proper resources were not available to make it a reality

> pirates receive a superior product

Including the unofficial day-one patches that fix crashes on their computers and make the game actually possible to run.

> This claim was absurd on the face of it; EA couldn't possibly turn a profit if each copy of the game required dedicated beefy-ass server hardware to support it.

Was it? No, I don't think so. I can imagine numerous computation problems that are not viable to solve client-side (i.e. your device "cannot run the simulation"), but are not a real burden on a server-side for a lot of users. Simpliest example: hosting a couple TB large rainbow table.

(Obviously, I'm not discussing that particular game, my objection is to the general claim only.)

Elite:Dangerous would be an example of that. The simulated galaxy contains 400 billion star systems and the galaxy map can find routes between any two stars, as far as I know that's all handled by the backend.

Though the difference to something like Sim City is that everyone plays in the same shared game world even in "solo" mode.

He is very clearly talking about this specific game. How you interpret the text you quoted as general is hard for me to understand.
> Long story short, it is an ongoing problem that pirates receive a superior product. (A problem for publishers anyways, not one for pirates.)

Yep. Also, don't forget: an even bigger problem for legitimate users.

Not only was Simcity's dial home unnecessary but their servers were extremely underprovisioned for the load[1]. For the first few weeks pirates actually got a significantly better game experience since they could play the game while legitimate players were generally unable to even play in single player.

Simcity was an excellent example of DRM providing no benefits and actively lowering the user's experience - that's almost always the case but it's rarely this extreme and obvious.

1. https://arstechnica.com/gaming/2013/03/clogged-streets-simci...

I'm a city builder fanatic. I played the original simcity, 2000 and 3000. But 4 wasn't very fun and sim city origin was a dumpster fire.

Luckily we have better options now. cities skylines is a worthy successor to the original franchise and the (optional) dlcs only make the experience better.

I actually believe it's referring to Assassin's Creed 2. It had to check in with the central server to see if a legitimate copy was being played, and the way it was cracked was basically going through every possibility where the check can fire off, recording the request/response, and having the cracked version play back the appropriate response to the request. It basically had to be exhaustively played to get to a point where all the request/response combinations got recorded.
It's amazing that anyone is willing to do this, just so that other people can play the game.

Then again, once you've done it, now you can turn off your internet and play the game in peace, so it's not 100% only altruistic.

A lot of DRM (eg the one by denuvo) could be bypassed with hooking from kernelmode, hypervisor shenanigans etc.

But that doesn’t comply with the „scene rules“, they always want a clean executable without any background services. I was always impressed by Razer1911 and CPY who obeyed these rules and did all this work just for clout.