Path: chuka.playstation.co.uk!tjs From: tjs@cs.monash.edu.au (Toby Sargeant) Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: Does the Final Fantasy 8 anti-mod chip CD work on Yaroze??? Date: 15 Feb 1999 22:52:49 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 62 Message-ID: References: <7a0a6u$714@scea> <36C40EC4.E4082468@datasys.net> <7a187m$o0v10@chuka.playstation.co.uk> <36C488C0.8DF59CF0@datasys.net> <7a26ck$2i82@scea> <36C4ADC7.E594EE7E@datasys.net> <7a2nh2$7op9@chuka.playstation.co.uk> <36C4EAE9.7498D911@datasys.net> <36C836E2.EDE3714@datasys.net> NNTP-Posting-Host: longford.cs.monash.edu.au X-Newsreader: slrn (0.9.4.3 UNIX) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1210 scee.yaroze.freetalk.english:3521 On Mon, 15 Feb 1999 10:01:54 -0500, Darco wrote: > >I beg to differ. The difficulty will incrase exponentialy, not linearly. It doesn't matter how the difficulty increases. What one person can do, another can undo, and that'll never change. A while ago, people thought that you'd never be able to defeat physical holes in magnetic media. Then they thought that noone would ever bother pirating a game that came on cd, and took up 600 meg. Then they thought that copy protection schemes on CD would work. The difficulty has increased exponentially, and the fact is that pirates have kept pace, and are likely to keep doing so. >That's so full of it man... There is no way... Yeah, someone might just >be devoid of a personal life to actually go on such a crusade and be >sucessful, but the modifications to the drive would be so complex that >it would not be worth it for anyone else to try. So we have a handfull >of idiots wasteing their time trying to burn DVD's into GD's.... It's >not gonna work man. It was merely one suggestion for getting around the problem of duplicating GD media, and not one without precedent, either. People have been copying cartridges to recordable media for quite some time now. Sure, this is more difficult, but there's also a lot of money to be made from getting ir right. Depending on the physical nature of the media, it might prove to be possible to duplicate if you have access to an expensive fabrication plant. IF that's the case, all sega has done is push piracy squarely back into the hands of people who do it for money. And as for people who would attempt things like that having no personal life, I'm pretty sure that there are people who consider piracy a 9-5 job, and still more who will pay bright engineers lots of money to do something along those lines, so that they can rake in the cash. I'd love to be proven wrong, but I somehow doubt that I will be. >There will be no piracy scene on the dreamcast like there is for the >PlayStation. Just watch. Sega did their homework. At the very least, it'll be delayed, which I agree is a good thing. You might also find that it will mean that sega's console flops, and a console that does 'allow' piracy succeeds where otherwise it would have failed. I'm almost positive that the perception that piracy is prohibitively difficult has been one of the factors that's let the PSX beat the N64. >What do you mean 'change the rules'? As an example, take the rule that gaming is a passive experience. Already, this rule is changing. As games take on a more and more multiplayer aspect, piracy begins to lose out. Suddenly you're not paying for software, you're paying for the ability to compete against other humans. Various organisations such as RedHat and the FSF have proven that it's possible to make money without selling _software_, but rather the services, support and distribution that surrounds it. A business model like RedHat's would probably be laughed at by any games publisher, and yet may quite possibly work, and indeed be very successful. If you change the rules of the game so that pirates have nothing to do, then by necessity, piracy goes away. In the end, that's the only way of winning. Toby.