Categories
Game Development Games Geek / Technical Marketing/Business

Linux Game Publishing Announces Copy Protection Scheme

Linux Game Publishing, the company that ports games from Windows to Gnu/Linux, has announced that it is introducing a copy protection system. Naturally this news resulted in quite a bit of speculation, and rumors were flying about how invasive this copy protection will be.

LGP sent out a press release to explain why it was introducing copy protection now after years of avoiding it. Similar to Reflexive’s claims of a 92% rate of piracy, LGP estimate that more people downloaded illegal copies of the games than paid for them. The estimate is based on the number of support requests for a known bug introduced into LGP-seeded copies of games on download sites. While such a practice is controversial, I’m still surprised that people who download illegal copies have the audacity to request support from the company. I wonder how many more people downloaded the games and didn’t request support. I also wonder how many of them concluded that LGP’s offerings were buggy, which is the risk with seeding purposely-bugged downloads to dilute the illegal download offerings. According to CEO Michael Simms, the seeded downloads were meant to dilute the illegal downloads with bad copies, and the requests for support were not expected at all.

Adding copy protection will give us benefits as a company. Firstly, it will allow us to recover some of the lost revenue, by means of additional license sales, either via online vendors or direct through the copy protection system. Secondly, it will allow LGP to show a solid revenue protection system that will increase our credibility as a porting company in the eyes of licensors, allowing us to attempt to obtain higher profile games.

The press release also explains how the online verification system will work. While there seem to be some advantages, including the ability to download the games in case your original CD was damaged, many people will understandably feel put off that the game is trying to phone home. LGP has responded by allowing people with no network connection to continue to play since the game has internal checks, but if you did have a network connection and the system found your copy to be invalid, then you won’t be able to play until you connect to the servers to prove that you should be allowed to play.

It seems that LGP is taking great pains to ensure that the copy protection system won’t cause problems for legitimate customers. Still, now that copy protection has been introduced, there is a difference in value between the legal copy and the illegal copy. Copy protection systems are just software, after all, and software solutions will always be circumvented. If the downloaded copy can be played without the player worrying about connecting to the servers, and if most people are downloading the illegal copies, what’s really changed? The people willing to pay will be inconvenienced, even if only slightly, and the people unwilling to pay will have a superior offering, even if only slightly.

I am not sure how much of a benefit the copy protection system will be to converting more sales, but the idea that LGP can convince developers to port their higher profile games might be the greatest benefit. If EA isn’t dealing with LGP because there is no system in place to prevent copyright infringement, then having some system, even if it only works as badly as EA’s own systems, might convince EA to negotiate. Higher profile games might result in increased sales in general.

What happens if LGP ceases trading

LGP has pledged that should we, for any reason, cease trading, and our keyserver is removed, then we will, using any means possible, provide patches to remove the copy protection from our games, or provide back doors, or other such methods to allow games to be played. All LGP employees have the authority to produce, on their own, and without the order of the company, such patches, should the company be unable to produce them or to request their production, on the event that LGP ceases trading.

I suppose this part should make me feel better, but if a company is going out of business, I’m curious when anyone will find the time or the incentive to provide these patches. Then again, LGP has always had front-facing employees who interact with the community, and if Loki’s demise produced an icculus, perhaps LGP’s will as well. Now, if your illegal copy is already missing the copy protection, you don’t need to worry about LGP’s health as a company. Of course, if you do download the illegal copies, you’re not concerned about rewarding LGP’s work in the first place.

More discussion is taking place on the LGP Copy Protection Mailing List.

I’m surprised that copyright infringement is such a problem with Gnu/Linux users. I would think that they would be the ones who respected and understood copyright better than Windows or Mac users in general. After all, the GPL and similar licenses use copyright to ensure Free and Open Source Software stays that way. I encounter claims that Linux users don’t respect intellectual property, and learning about the extent at which LGP has had to deal with these kinds of people, it makes it very hard to defend the general user.

I still want to believe that most people are honest. In light of the evidence provided by LGP, Reflexive, and others, am I being overly optimistic? I definitely don’t want to turn into the kind of developer who assumes everyone is guilty until proven innocent. They always seem so angry all the time, as if people want to rip them off if given half a chance. That definitely doesn’t seem to be a healthy outlook on life. Still, I suppose we’re finding that if a person has the incentive and the opportunity with little concern for the consequences, it seems more often than not he or she will take the opportunity. And then in a company’s efforts to reduce the opportunity and increase the consequences, the honest customer gets burned.

There has to be a better way.

[tags] indie, gnu/linux, games, copy protection, LGP, Linux games, piracy, copyright, customer service [/tags]

Categories
Game Development Personal Development

Thousander Club Update: June 30th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 75.25 (current year) = 484.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I experimented with ways to make my LD#11 entry more interesting. I wanted to see what happens when the obstacles expand, and I’m still tweaking the values to see if I can add a real sense of urgency to each level. So far it seems to be working, but now I worry that it is too challenging.

I have also introduced a bug that prevents the game from exiting cleanly. The beginning of this new week will be spent making sure that there is no core dump when the player exits the game.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: June 23rd

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.5 (current year) = 483.75 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I managed to get some development time earlier in the week, but it was more of a refresher of the status of my projects; unfortunately, I never did plan the rest of the week, and of course, not planning means I planned to fail by default. I keep falling into the trap of assuming that I’ll squeeze in time around everything else. I think allowing myself a casual schedule has resulted in no schedule at all, so I’ll take a play out of Uhfgood‘s playbook and create a real schedule to stick with.

As for the status of my projects: both Killer Kittens from Katis Minor and my LD#11 entry Minimalist are good to go except for the fact that they don’t run on all Gnu/Linux machines well. I just need to update the SDL library I provide to support Pulse Audio and send the games out to my beta testers. KKfKM obviously needs a graphics overhaul, and Minimalist can also use a little polish, but v1.0 for each game is otherwise ready.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: June 16th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: June 9th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

After weeks of unseasonably cold weather and a spring that teased Chicago, it’s finally warm. And now it’s hot and muggy. I bought a couple of air conditioners, one for my living room and one for my bedroom on the other side of the apartment. I only have one installed in the living room currently, but what a difference!

Muggy heat has a demotivating effect. You could spend hours just trying to keep your mind off the fact that you’re hot, and for some reason it is never by doing productive work. I’m still in crunch at the day job, though, but I’m hoping to take advantage of the fact that I don’t have too many other responsibilities so that I could work on game development. I also want to redevelop my habit of coming up with at least three game ideas a day. I was pretty good about it when I started tracking ideas for the Thousander Club years ago, but then I hit a nasty day job crunch that took over my life and I never got back into the groove. I intend to rectify it.

These days are also providing me with good opportunities to develop other habits I want to form. I just need to take advantage of them.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: May 19th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: May 12th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I’m still trying to eliminate dependencies in my custom-built libraries. I was using libSDL 1.2.11, but someone complained that PulseAudio support was missing, so I am now using libSDL 1.2.13 which includes support. It seems that PulseAudio acts differently from Arts and ESD. By default, they load as shared libraries and so libSDL.so won’t list them as dependencies, but libaudio is listed as a dependency. What’s strange is if I specify –enable-pulseaudio-shared, which should be enabled by default, I also get two extra dependencies: libpulse and libpulse-simple. I am really not sure why these dependencies exist. I also don’t know why libXt is a dependency. Perhaps these are just more of the same issues I’ve been having with Ubuntu’s implementation?

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11 Results Are In

The Ludum Dare #11 ratings period is over, and the results are in. it seems that I didn’t do too badly. The rankings were out of a possible 5:

Overall: 3.50
Fun: 3.68
Innovation: 2.93
Theme: 4.43
Polish: 3.36
Graphics: 2.57
Audio: 2.96
Humor: 2.83
Technical: 2.54
Food: 4.38
Journal: 3.96
Timelapse: 3.62

My game came in 7th place for the Theme, 10th place for Fun, and 20th place Overall. I did better as a participant, as I came in 6th place for my journal entries and 8th place for my timelapse. Oh, and I won 1st place for food! I have to thank Mandy for her amazing work in the kitchen because I am pretty sure it was her stir fry and not my peanut butter pickle and raisin sandwich that won me the votes, even if it did get me a trophy.

The winning meal:

LD11 Friday Dinner

My lowest scores were for Technical and Graphics, which isn’t too much of a surprise for me since I was spending part of the competition learning how to use SDL. I received quite a few 5s and 4s for Fun, which is gratifying. I’m a little surprised that I got some strong votes for Humor. I never intended for the game to be funny, but some people said that it made them laugh when they finally lost after focusing so hard for over 100 levels.

Check out my Ludum Dare submission at GBGames presents Minimalist- the final version. There are GNU/Linux and Windows versions available. Congratulations to all who competed and finished, especially to mrfun, mjau, and Hamumu!

Categories
Game Development Personal Development

Thousander Club Update: May 5th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 73 (current year) = 482 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

It was another unproductive week. Too many higher priority things came up.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Game Development

How to Build a Game Prototype by Introversion

Introversion’s Mark Morris has written a piece on Building a Prototype.

Of course in different games, different aspects are more important (the story is perhaps less important in Half-Life than in Mass Effect), but you may not be able to determine this at the start. The point is that until you actually have the game in front of you, then you do not necessarily know which areas of the design work need tweaking, and which are fundamentally flawed.

This is where your prototype comes in…

Morris then takes you through the “spiral software engineering paradigm” that Introversion uses. The basics:

  • Determine the scope of the prototype.
  • Determine what part of the design is uncertain , important, or challenging.
  • Hack something together.
  • Once you have something working, do it again.

The above approach provides a good deal of momentum for your initial work. It enables you to tackle the hard problems first and not get caught up in something that might ultimately prove impossible.

Even though it is a good read, I wish it had some more meat on it. Specifically I would have loved to have seen some examples from the trenches when Darwinia, Uplink, and Defcon were in development.

[tags] indie, game development, video games, [/tags]