Hopefully this isn't something too terribly stupid to ask, or hasn't been covered.
I think I searched pretty thoroughly beforehand.
I also apologize if there would be a better forum fit.
My question is simple, how would it be best to apply Steam's DRM to a Ren'Py game? I have already wrapped the Windows executable, but the Mac and Linux versions are my main concern. Would it even be necessary? I'll admit I couldn't figure out how those files run, even on opening them.
Thanks
Steam DRM [SOLVED]
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
- Mole-chan
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Steam DRM [SOLVED]
Last edited by Mole-chan on Wed Sep 30, 2015 10:17 pm, edited 1 time in total.
- PyTom
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Re: Steam DRM
We don't support DRM.
Even if you wrap the windows exe, the data files are left unencrypted, so anyone with a copy of the appropriate version of Ren'Py can run them. You'd basically have to codesign python to make this work - and that's a hard problem for a language so dynamic.
Even if you wrap the windows exe, the data files are left unencrypted, so anyone with a copy of the appropriate version of Ren'Py can run them. You'd basically have to codesign python to make this work - and that's a hard problem for a language so dynamic.
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- Mole-chan
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Re: Steam DRM
Ah, understood.PyTom wrote:We don't support DRM.
Even if you wrap the windows exe, the data files are left unencrypted, so anyone with a copy of the appropriate version of Ren'Py can run them. You'd basically have to codesign python to make this work - and that's a hard problem for a language so dynamic.
I gathered this forum, in general, leaned against DRM, but I figured that was more of an idealogical thing. I didn't realize it was also because it would be difficult to implement, at best. I should have, I suppose.
Well, thank you for shooting that down quickly at least. Thanks for the explanation!
Last edited by Mole-chan on Wed Sep 30, 2015 10:19 pm, edited 1 time in total.
- PyTom
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Re: Steam DRM
DRM is actually impossible to implement in a real sense. If the computer can run a program, all the information is present on that computer to allow the program to be run. If all the information is present to allow the program to run, the DRM can be cracked. So DRM is ofuscation, at best - and it's the sort of cat and mouse game that I don't really want to get into.
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- Mole-chan
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Re: Steam DRM
Also definitely understood. I definitely approached this still knowing a determined pirate would get at it no matter what I did. I just felt more comfortable having even a little bit of obfuscation, than nothing at all.PyTom wrote:DRM is actually impossible to implement in a real sense. If the computer can run a program, all the information is present on that computer to allow the program to be run. If all the information is present to allow the program to run, the DRM can be cracked. So DRM is ofuscation, at best - and it's the sort of cat and mouse game that I don't really want to get into.
But apparently even that wouldn't do much good, given how Ren'py games are built, so I'll just have to hope people won't bother to pirate a 2 dollar game.
Re: Steam DRM
I realize that what I am about to say may not further this discussion, given the topic is solved, but I feel this should be mentioned: It doesn't matter if your game costs a dollar or ten dollars. People will pirate it regardless.Mole-chan wrote: But apparently even that wouldn't do much good, given how Ren'py games are built, so I'll just have to hope people won't bother to pirate a 2 dollar game.
What you should be hoping for, as a developer, isn't that people don't pirate your game, but rather that the people who do come back and actually pay the two dollars you're asking for.
I know people who pirate Android games all the time, but they wind up supporting the ones they actually enjoy, while throwing away the ones they hate. It's kind of a weird behavior to notice, and I certainly don't condone it, but as a designer and a developer it's important to take note of these practices, and to consider them as you get closer to release.
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Re: Steam DRM
Haha, I suppose I should have worded it like that to begin with, because yes. I agree. See above that I took a pretty fatalistic view, but at least wanted to try and protect myself. Because definitely, it's inevitable no matter what you do. Any amount of obfuscation (not that I would have employed much even if it worked. I know disruptive systems will create resentment) is just a mild deterrent. But it felt safer.E-l337 wrote:I realize that what I am about to say may not further this discussion, given the topic is solved, but I feel this should be mentioned: It doesn't matter if your game costs a dollar or ten dollars. People will pirate it regardless.Mole-chan wrote: But apparently even that wouldn't do much good, given how Ren'py games are built, so I'll just have to hope people won't bother to pirate a 2 dollar game.
What you should be hoping for, as a developer, isn't that people don't pirate your game, but rather that the people who do come back and actually pay the two dollars you're asking for.
I know people who pirate Android games all the time, but they wind up supporting the ones they actually enjoy, while throwing away the ones they hate. It's kind of a weird behavior to notice, and I certainly don't condone it, but as a designer and a developer it's important to take note of these practices, and to consider them as you get closer to release.
And yes, hopefully it does prove to be good enough of a little game that there will be enough support to compensate for the inevitable. I definitely know the 'if I like it I'll buy it' mentality all too well, too.
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