Gladiator
New member
I personally think always on DRM is a step in the wrong direction, but it is the first step towards pirate proof single player games, this is why.
If you read between the lines when UbiSoft were discussing why AS2 hasn't been fully cracked yet, you would of noticed they spoke about storing single player data in the "cloud", meaning your save games and progress would not be stored on your local machine, so whenever you restore a save game, its going to be from a remote location. This means the game can still easily be cracked for the purpose of playing the game without the original DVD, but you would never be able to save your progress.
If a remote server is being used just as a storage location, it would be easy enough to redirect calls to the remote location and save progress locally.
By definition, storing information in the cloud means using hosted database services, if this is what Ubisoft is doing, then it means all logic still needs to exist on the client, and eventually someone will be able to figure out the database structure and emulate it locally.
If UbiSoft were smart, they would of opted for a more SaaS (Software-as-a-Service) approach, where the client send bits and pieces of progress related data and the logic of assembling this information into an actual game checkpoint is done on the server for retrieval later.
Therefore emulating this kind of structured communication with current technology is very difficult. It's going to take a while for programmers to come up with suitable frameworks for emulating the server side logic. Server side logic is the reason why most crackers never break the online gameplay feature of most games, because it would take too long and too much time to emulate the server side behavior.
Ubisoft has now challenged crackers everywhere to start emulating this behavior, when they succeed, the only question will be whether they are willing to do it again for the next game.
If you read between the lines when UbiSoft were discussing why AS2 hasn't been fully cracked yet, you would of noticed they spoke about storing single player data in the "cloud", meaning your save games and progress would not be stored on your local machine, so whenever you restore a save game, its going to be from a remote location. This means the game can still easily be cracked for the purpose of playing the game without the original DVD, but you would never be able to save your progress.
If a remote server is being used just as a storage location, it would be easy enough to redirect calls to the remote location and save progress locally.
By definition, storing information in the cloud means using hosted database services, if this is what Ubisoft is doing, then it means all logic still needs to exist on the client, and eventually someone will be able to figure out the database structure and emulate it locally.
If UbiSoft were smart, they would of opted for a more SaaS (Software-as-a-Service) approach, where the client send bits and pieces of progress related data and the logic of assembling this information into an actual game checkpoint is done on the server for retrieval later.
Therefore emulating this kind of structured communication with current technology is very difficult. It's going to take a while for programmers to come up with suitable frameworks for emulating the server side logic. Server side logic is the reason why most crackers never break the online gameplay feature of most games, because it would take too long and too much time to emulate the server side behavior.
Ubisoft has now challenged crackers everywhere to start emulating this behavior, when they succeed, the only question will be whether they are willing to do it again for the next game.