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- gamespot article on warez scene, piracy...:
-
-
- Pirates pay nothing for software, and some get titles in advance of everybody else. So why isn't everybody doing it?
-
- Several months ago, I was invited to dinner with a couple higher-ups from a well known game-development company (which
- will remain unnamed for reasons you'll soon discover). As we neared the end of the meal, the conversation turned
- to the games we'd been playing lately and the ones that impressed us the most. "I think Half-Life is pretty impressive,
- " one of them said casually.
-
- I almost spit out my beer, but being a consummate professional, I managed merely to grimace a bit as the brew went
- down, before smiling at the guy who'd just spoken. "Hey, wait a minute," I said."I thought that only a dozen or so copies
- of the OEM version had been sent out to the media. Apparently Sierra didn't think enough of me to shoot one my way, so how
- did you guys manage to scrounge one up?" My dinner companions looked at each other for a second, then one turned and faced
- me with a grin that could be used in the dictionary to illustrate the adjective "sheepish." "Well, we were actually
- a little surprised we managed to get a copy," he said dryly, then not-so-subtly shifted the subject in fairly short order.
-
- But the whole affair boomeranged several weeks later when the retail version of Half-Life finally shipped. One of my
- friends bought a copy as soon as it came out, and a few days later he called to talk about the game. Mixed in with his
- undying praise were several references to something he called the "Juarez" version of the game. Puzzled, I asked him what
- it meant. "You know, a pirated version you can download off the Internet," he replied. "But maybe I'm pronouncing it wrong.
- It's spelled 'w-a-r-e-z.' Hell, there were a lot of people playing the OEM version before it even shipped. Some of them
- even generated key codes that let them play online. When legal owners tried to enter the key codes on the back of the
- jewel case they got a message saying the code wasn't valid because someone had already used it to validate their play."
-
- It didn't take me long to put two and two together: The odds were good that my software-developer buddies had been playing
- a warez version of Half-Life. But with that revelation came only more questions: How many warez versions of games are out
- on the Net? Is it easy to find them? What about games that require you to have the CD in the drive? How could someone with
- a dial-up connection download a game that barely fits on a CD? How much money are software publishers losing because people
- are playing the warez version instead of going to the store and buying the game? And what do those publishers plan to do
- about all this?
-
- I set out to learn everything I could about warez, and I can tell you now,it was no easy task: The warez guys like to
- keep a low profile, and software publishers don't like to talk about it because they're afraid it'll only make the
- phenomenon grow faster. But if you look at the history of PC software - and in this story the focus is on warez versions
- of PC games, not emulator software and console games - you'll see that illegally copying and distributing software has
- been with us from day one.
-
-
- A Bit of History
- ----------------
- Back in the days when computer games shipped on floppy disks - or on a single disk, if you go back even further - pirating
- software was a no-brainer: All you had to do was make copies of the original disks and hand them out to friends (or
- repackage and sell them). Software publishers were painfully aware of just how easy it was for users to duplicate their
- products; some tried to prevent it by including code that kept key components of the program from working if the
- installation diskettes were merely copied rather than installed on a hard drive. But the process of installing a game and
- watching the files being transferred tipped off users about how to counter that move: Just install the game, then copy the
- files back onto floppy disks - a process made even easier with the emergence of compression programs like PKZIP and LHARC.
-
- To counter this, game publishers came up with a new plan: copy protection. In order to play a game, be it on floppies or
- installed on the hard drive, you had to input some type of information that supposedly only someone who'd purchased the
- game would have access to. At first, copy protection schemes were relatively simple -typing in a number or word that
- appeared somewhere in the manual,for instance. But all it took to get past that hurdle was making photocopies of the
- manual, a step that actually made it even easier for people to play an illegally copied game since they now had instructions
- to go along with their pirated game.
-
- This ushered in a period where copy protection schemes grew so complex -forcing consumers to align bizarre symbols
- on coded wheels, pore over charts with black type on a red background that were impossible to photocopy (and nearly
- impossible to read), slide cards under colored gels - that legitimate users began to roundly complain of having to
- jump through hoops just to play a game they'd bought. It got so bad, in fact, that a couple of companies created
- software that automatically skipped the copy-protection routines for hundreds of popular games,provided you entered
- the correct data once. Game publishers thought such a product blatantly encouraged piracy - but the companies who
- made the software were quick to point out that people were making illegal copies of their software, too. And at least
- those companies were legitimate: There were a lot of hackers who could rip the copy-protection routines of games in
- less time than it took to install the game.
-
- But just when it seemed there was absolutely nothing game publishers could do to keep people from duplicating their
- games for friends or for profit, technology came to the rescue. With the arrival of CD-ROM technology in the early
- 1990s, games started to become so huge that making copies on floppy disks was essentially impossible, even with
- compression programs. Naturally, there were still big-time software pirates who could afford incredibly expensive
- CD-ROM burners to make duplicates. But that sort of equipment was far beyond the reach of the vast majority of people
- buying PC games, and gradually the whole issue of end users distributing illegal copies of games faded away - until
- the technological tables turned once again.
-
-
- Back With a Vengeance
- ---------------------
- There's no way of knowing how many copies of games people made for their friends during the heyday of the floppy disk,
- but at least game publishers could take solace in the fact that each person duping games probably didn't know many
- people who had the computer hardware - or the interest - to play them. A bigger potential problem was the rise of
- computer bulletin board systems (BBS), where cracked copies of games were made available for download; this expanded
- frontier meant that people who wanted to sell or give away games had the world as their neighborhood, with no need to
- even slap the stuff on floppies for their buddies. These cracked applications were dubbed "warez," while the guys
- doing the cracking were the "elite." (More on these phrases later.)
-
- But dialing into a BBS wasn't something Joe Six-Pack could do very easily: Many BBS users had to deal with staggering
- long-distance charges as slow modems struggled to download stuff, and in some cases there were hourly fees involved
- as well. So for game companies, the real issues were black-market versions being manufactured and sold in retail outlets
- as the genuine article and, of course, the problem of people making physical copies of games for their friends.
-
- Now that prices for CD-ROM burners have dropped dramatically, and the Internet is a daily part of gamers' lives, the
- whole question of piracy is back with a vengeance - and, just as in the days of floppy disks, software publishers seem
- more concerned with people burning ROMs for their friends than people downloading warez. "The biggest problem with pirate
- software comes from illegal copying of the CDs, whether it's done by big organized duplicators or the one-offs passed from
- friend to friend," says Doug Kubel, vice president of external development at Interactive Magic. "Most people don't
- currently have the bandwidth necessary to download an entire game from a warez site, but warez site piracy will climb
- dramatically with the rise of low-cost high-bandwidth connections such as ADSL."
-
- It seems that a lot of game companies believe that the mammoth size of today's games,coupled with the tiny bandwidth
- available to the vast majority of computer gamers, means that downloading just isn't a viable option. "I don't think
- that many people download too many games because they are so huge," notes Alan Pavlish, head of Interplay's Tantrum
- Division. "But it only takes one person with a CD-ROM burner to make a bunch of copies. It's been shown in Europe that
- the CDs that are protected sell better than those that aren't protected." Doug Lombardi, project manager at Sierra
- On-Line, concurs. "Given the size of these files, one could certainly assume that more people would be inclined to
- try their luck at swapping discs before downloading several hundred megs of content," he says. "And in many cases,
- even after you've downloaded a pirated version, you may still be left with a game that requires that you have the CD in a
- drive in order to play."
-
- Another reason game publishers focus on people burning CDs for friends is that trying to track down warez sites is just
- too time consuming to be cost effective. "As far as monitoring distribution on the Internet, that's a pretty big job and
- realistically not really possible to do," Pavlish says. "If we have good protection, we can stop the casual pirate who
- has access to a burner and makes a few copies for friends." the operative word in Pavlish's analysis, though, is
- friends - and there's a whole subculture of friends out there who believe in the old age "share and share alike."
-
- MeET tHe EliTe
- --------------
- Go to your favorite search engine and enter "warez + games + download," and the sheer number of matches will shock you -
- especially since the companies whose games are being distributed as warez can find these web sites just as easily as you
- did. Who'd have thought that people giving away pirated software would proudly proclaim the fact on the Web?
-
- But when you actually try to visit one of these sites, you'll find that you've stumbled into a world of smoke and
- mirrors where getting to a warez site is essentially impossible; instead, all you get are ad banners (usuallyfor adult
- sites), multiple browser windows, and scores of dead links. Even finding a web page that explains what the warez scene
- is all about is almost hopeless: Most web pages take the attitude that if you don't already know everything about warez,
- then you're a lamer and don't need to know anyway.So to find out the real deal I tracked down someone who really does
- have warez that can be downloaded. Crisis (a pseudonym, of course) is a college student with a double major (operations
- management and management of information systems) and a minor (systems analysis), who does contract programming and works
- in the IS department of a Fortune 500 company. He's been into warez since the glory days of the Commodore 64. He currently
- does some cracking of programs he's bought legitimately, but he says he also gets a lot of his warez from the major cracking
- groups. "Right now I'm pretty involved in it," he says, "so I spend a good amount of time each day doing warez."
-
- I didn't need Crisis to tell me that the notion of getting warez off the Web was a joke, but he was able to clue me in as to
- why there are so many sites that take you on wild-goose chases. "There used to be a day where you could get some legit warez
- on warez web sites,but now they're mostly run by lamers trying to make money off the scene," he says. "That's where all the
- porno comes in: You have to click banners and links to try to get to the warez, and the porn sites pay the warez sites for
- each banner click. The dead link pages are pages from people that don't want the responsibility of having live warez on their
- space, so they just link to some FTP. The FTP probably closed down a long time ago, so all the links are now dead.It's not
- unusual to see many web sites all with the same FTP links that haven't been updated in years."
-
- Another thing I noticed during my bootless attempts to download warez from the Web was the prevalence of mixed-case
- spellings - and here again Crisis likes to distance himself from the unwashed warez masses striving to be cool.
- "Some call it 'L33T,' or 'Elite,' and there are many variations on it. Basically it's just people trying to be different,
- but I don't think I know anyone who's actually elite that stilltypes like that."
-
- Warez It At?
- ------------
- So if it's not on the Web, then where's the warez? "If you really want to get warez, the best way is from FTPs or IRC," says
- Crisis. "It's best if you have your own FTP - then you can just trade accounts with people who have good sites, and you can
- usually get what you need. If you don't have a site, hop on IRC and hit up the warez chans [channels]. You'll probably find
- some good FTPs with no ratio [see the glossary]; it just might take awhile before you can get in. There are also chans that
- play DCC adds, where the major distros [distributors] will be offering certain warez."
-
- But it's not quite as simple as joining an IRC channel and finding out the address of an FTP site that has every single game
- you wanted but didn't want to pay for. Ask Crisis what the worst part of the warez scene is for him, and he says, "It's
- probably when you're really looking for something, and none of your contacts has it, so you have to resort to going to IRC
- and looking like a momo going, 'Does anyone have a copy of XYZ?' That's the worst." And what about the huge size of gaming
- software? Does someone with a dial-up connection really have the ability to download an entire game? Crisis says that
- "mostwarez groups follow the latest 10-point program from The Faction [a consortium of warez groups] that says releases may
- be no larger then 50x2.88MB (144MB) and must include every level, all sound effects, and be completely playable. Some things
- that are usually cut out to save space are videos, music, and cutscenes; sometimes those are released separately as optional
- add-ons. So the size can really vary, but it's often quite small." [To read the entire 10-point program, continue to the end
- of the story.] How small? I decided to ask my Half-Life buddy to download a couple games and let me know how big they were
- and how long it took for the download - and when he came back with the answers,I've got to admit I was pretty shocked. In just
- over four hours of download time with a 56.6Kbps modem, he managed to download both South Park and Sierra Sports Skiing 1999
- Edition; each weighed in at around 30MB. Just like Crisis said, the videos of Picabo Street were missing from Skiing 1999, but
- otherwise it was a complete version of the game. The warez version of South Park,from a group called Paradigm, even featured a
- homemade intro of Kenny being killed by the group's logo!
-
- What motivates people like Crisis to go to all the trouble and risk of cracking games and putting them on FTP sites? If they're
- that much into games, the chances are pretty good that they've got friends they could trade games with in person, rather than
- online. The reason is that it isn't merely about acquiring games; it's about being one of the elite. "The best thing about
- warez," Crisis says, "is the opportunity to check out software the day it comes out, or even way before it comes out, without
- having to pay anything. I love getting my hands on some new game that everyone has been hyping and giving it a run, or having
- someone say to me, 'Man, did you see that game? It looks real cool - I can't wait till it comes out,' and being able to reply,
- 'Yeah, I have it, but it's not that great.'"
-
- The Industry That Cried Wolf?
- -----------------------------
- The Software and Information Industry Association, or SIIA (formerly the Software Publishers Association, or SPA), doesn't have
- solid figures on how much illegally copied software costs the PC gaming industry. (SIIA originally agreed to participate in this
- story, but the organization never responded to requests for input.) Its latest report on piracy of business software, which
- covers 1997, claims that $11.4 billion was lost due to piracy of business software worldwide,compared with $17.2 billion in
- revenues generated from legitimate sales.It is problematic to assume these numbers translate to the gaming industry. For one
- thing, the prohibitive costs of high-end business software applications mean that people are more inclined to seek out illegal
- copies of those apps than they would if they were looking to acquire much-lower-priced games. It also means that a great many
- users would simply be unable to afford those business apps even if there were no pirate versions available.According to the
- study (which can be viewed at the SIIA site in PDF format), "The difference between software applications installed (demand)
- and software applications legally shipped (supply) equals the estimate of software applications pirated." Demand was estimated
- by the number of new and replacement PCs shipped in a year and any legally distributed software that came with them. This
- methodology also raises questions. Is it accurate to assume that every pirated copy of a high-end business application represents
- a lost sale? Common sense would imply that this is not the case. Even for relatively lower-priced games, this assumption is
- difficult to support. Piracy, especially within the warez scene, has too much status attached. People pirate applications they
- don't want or need, and it is nearly impossible to estimate just how many lost sales are actually represented.
-
- Of course, this doesn't mean software piracy isn't a genuine problem, especially for publishers of business apps. And very few
- people would dispute the fact that selling or distributing illegal copies of software is wrong. There's a whole slew of reasons
- put forth by warez groups to justify what they do; some ring very hollow, while others seem to have at least a kernel of sincerity,
- even if you view the whole scene as not only illegal but immoral as well.
-
- Right and Wrong
- ---------------
- One of the more tired excuses is that prices for computer games are too high - which overlooks the fact that just because something
- is out of your price range doesn't justify stealing it, and that it only takes a little effort to find legitimate secondhand copies of
- games at drastically reduced prices. Another justification is that no one's hurt by downloading warez, something that Doug Kubel finds
- almost amusing. "The lamest excuse I've heard is 'We're not stealing from people, just some big companies,'" he says, "as if
- big companies aren't a collection of people!" Alan Pavlish says that he's heard users claim that "they're backing up their PlayStation
- CD," while Doug Lombardi says that "when Day One appeared on the warez sites, they all said, 'Sorry - it's so good, we couldn't wait!'"
-
- Still, some of the arguments put forth by the warez guys point accusatory fingers at the game industry. The SIIA says that one
- reason software piracy is even more dangerous than piracy of movies and music is that each copy is "perfect." But pirates are
- quick to point out that the perfect duplicate is of an imperfect product - in other words, so many games are released with bugs and
- without promised features that it's only reasonable for someone to want to check them out for free before making a trip to the store
- and shelling out cash only to have to return the games later. If a publisher says these people should try a demo first, the warez guys
- respond by noting that many bugs can't be found during the short period of play afforded by a demo; if someone says they should check
- out game reviews, they'll note that for a variety of reasons most reviewers don't mention bugs. And some warez groups at least pay lip
- service to this notion: At the end of the information file included with the warez version of South Park, for instance, there's a
- message that says if you like the game then you should go out and buy it.For Crisis and a lot of other guys seriously into warez, though,
- the crux of the issue is whether you give warez away or try to make money off illegal copies. "Selling pirated games is illegal and
- immoral for sure, and I think pretty much anyone from the scene will agree with that," he says. "We're about giving people a chance to
- check out software without paying large amounts of money for it. Personally, I pay for very little software, but if there's something I
- use regularly, and it's priced right, I may buy it. I had Quake II warez for a long time, and I played it so much I went out and bought
- a copy. I will not, however, pay thousands of dollars for MS Developer Studio Enterprise Edition just so I can write apps in C that I
- don't make money off of. Basically, most people in the warez scene are out there to give people an alternative to paying big bucks and
- making software developers realize that consumers don't have to pay full price if they don't want to. I think a lot of developers keep
- this in mind now when they set a sticker price."
-
- And the Beat Goes On
- --------------------
- While many companies are in the process of taking steps to prevent the burning of game CDs, others see the problem as going even deeper
- and much closer to home. Doug Lombardi says that when warez games go online before the final product has shipped,then someone the company
- trusted and sent code to has obviously leaked it in one way or another. "Tracking down the source of the leak is something of an exhaustive
- effort and one that must be thought out in advance - after all, we are talking about piracy on the Internet," he says. "Unfortunately,
- this is going to cause publishers and developers to be even more cautious about releasing code, and it's likely that less code will be given
- out during development because each CD must be watermarked (if you will) with a unique ID of some sort that must be logged into a tracking
- file. Then, if someone has posted the code given to them, the owner can track it by the mark." Most software publishers probably take the
- attitude that while this is a war they must fight, it's not one in which they'll ever see final victory: For every scheme devised to prevent
- illegal copying, there's someone who'll find a way around it, and the only people truly put out will be gamers who have to plug a dongle into
- their parallel port to play a game. Perhaps a new approach is in order: A few very successful game publishers (who will remain unnamed) have
- told me off the record that they don't mind people distributing pirated versions of their games because it generates a larger fan base -
- which in turn has the effect of increasing sales for the company's next product.
-
- Don't expect the issue to go away anytime soon, though. And until it does, perhaps we should modify that old saw about the only things
- in life that are certain are death, taxes, and warez.
-
-
- .taken from www.gamespot.com
- .www.corleone.net
-
-
-