Creative Assembly: Combating piracy is "pointless."

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  • =98=
    Member
    • Oct 2006
    • 10299

    #16
    Re: Creative Assembly: Combating piracy is "pointless."

    Originally posted by Dairuka
    Seriously. Who would buy something that would limit their privacy and freedom like that?
    As long as it worked, i wouldn't care.

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    • Dairuka
      Member
      • Aug 2006
      • 2730

      #17
      Re: Creative Assembly: Combating piracy is "pointless."

      They wouldn't stop with anti-cheating, and you know it.

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      • =98=
        Member
        • Oct 2006
        • 10299

        #18
        Re: Creative Assembly: Combating piracy is "pointless."

        Perhaps. To be honest, such a system will never exist due to privacy implications and it would need software to operate which again, could be hacked and reverse engineered.

        It could even give unauthorised access to low level areas of your PC. So, yea, probably not the best idea ever.

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        • Dairuka
          Member
          • Aug 2006
          • 2730

          #19
          Re: Creative Assembly: Combating piracy is "pointless."

          Originally posted by Alex98uk
          Perhaps. To be honest, such a system will never exist due to privacy implications and it would need software to operate which again, could be hacked and reverse engineered.

          It could even give unauthorised access to low level areas of your PC. So, yea, probably not the best idea ever.
          This is why I like Steam.

          It offers a modest amount of protection without completely stampeding on the rights of the legitimate consumers.

          It's not perfect, but it does give buyers a wealth of benefits.

          There will never be a perfect answer to end piracy...

          Comment

          • MrChris_CJ
            Mudkips
            • Jul 2005
            • 2610

            #20
            Re: Creative Assembly: Combating piracy is "pointless."

            I believe Intel were looking at adding the function to their cpus, comparing the player movements to what was happening on screen is a good idea imo, do the inputs match the expected outputs basically

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