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by jasomill 1434 days ago
You can make this arbitrarily difficult by moving more and more core functionality into the backend, to the point where the front end is little more than a bundle of cached assets for what's otherwise an online game. At which point, any replacement backend that reused these assets would inarguably be a derivative work infringing on the assets' copyright unless explicitly licensed.

You don't even have to go to this extreme to make conventional piracy all but intractable. As a concrete example, take Civilization 6, and suppose it had been released as a client/server application where the server handled all enemy AI. While creating functional but inequivalent replacement backends may not be terribly difficult — and might even lead to an interesting alternative AI ecosystem — reproducing the precise behavior of the vanilla AI via "black box" reverse engineering would require considerably more effort than cracking an offline game or reimplementing a backend that acts as a mere license server.

Compared to a traditional, fully offline model, moving large portions of a single-player game online would increase both upfront development costs and marginal cost and would be met with disapproval by a nontrivial fraction of potential customers who, for this reason, might choose not to purchase the game. It would also have a slightly smaller potential market to begin due to "always-on" Internet access being commonplace, but not universal.

Still, at this point, there are no real technical obstacles to developers adopting such a model.

In other words, I presume the forces keeping games "crackable" are primarily economic rather than technical.