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by gpcz 4181 days ago
The biggest takeaway of this article is that effective security comes from proper threat modeling and analyzing the cost dynamics.

Most media companies in that era attempted to build an "uncrackable" system which always got cracked in short order because the mechanism depended on one tactic. By acknowledging that all protection schemes eventually get figured out and acknowledging the adversary's strengths and weaknesses, the author could then employ defense-in-depth techniques to maximize the cost of cracking the system.

Remember that every adversary has a budget.

2 comments

> the author could then employ defense-in-depth techniques to maximize the cost of cracking the system.

Can you provide more details on this statement? I understand defense-in-depth and the different methodologies for cracking software but your statement doesn't make sense when applied as a whole. Do you have any examples?

The real meat of the defense-in-depth analysis is on page three of the article. Spyro had a two-layer defense-in-depth scheme: one layer that looked like a normal PSX cracking problem, and another that would look fine for a while and then mess up the game over time, which forced the crackers to make a complete play-through (and probably multiple failed play-throughs) to verify that their cracks worked. This served to make the cracker's feedback loops as long as possible. The author also acknowledges that it was impractical to add more layers of protection due to computational/IO/space costs, but that it would have offered more security, such as having multiple copies of the game's executable code on disc that are separately encrypted and randomly used, using custom compression algorithms, etc.

At its philosophical core, defense-in-depth is the idea of delaying an attacker rather than preventing an attack. In a military or IT situation this delay usually lets the defender detect the attack and counterattack/prosecute. In the cracking world, the delay IS the counterattack, since release groups measure their performance based on release quickness and the company (theoretically) gains revenue from the game not being on Kazaa during that critical sales season.

Thank you for the response. I never really thought about defense-in-depth from the angle of slowing an attacker down. I have always thought about it from a detection standpoint. You make a good point. Cheers.
Also the reminder that a deterrent doesn't have to be perfect to be effective. Yes, you can easily find a crack for anything. That doesn't mean that the protection didn't serve it's purpose and generate a significant ROI. In the game industry even one day of delay before you hit the warez sites can be worth millions of dollars. With copy protection (including support) costing a tiny fraction of that, it's hard to ignore the option.

And to cut off the "developers spend their time on that crap instead of making the game better" comment before it arrives: frankly, it's a fun and welcomed diversion to code the anti-theft stuff. For every story like this that you read there are hundreds you don't. And the "penalties" imposed by the devs are almost always funny and creative.