Way before necessary, I start thinking of ideas how to do it.
I read Cas’ DRM.
I have ideas like: register this game copy to this pc. when shipped, all the contents are encrypted with a hash that is a combination of personal info and the pc’s mac address.
Then if you do want to play it on another pc, you have to manually register it for another pc.
also save games are encrypted per user.
You would want to make it more complex then to just have some boolean in your game; especially with java, thats hacked very easily
and Cas’ stuff you could hack as well
also in Cas’ example, you could just scramble the data that is being displayed on the screen, and everybody would just see garbage for a short moment
now you might say, yea, “but how many people are actually going to do that, its not like you game is super popular or something”
still being idealistic, I would like a copyright protection that is just intuitive to the gamer, not obstructive and still works without server connection.
as Michael Steil said on Xbox and 360 hacking: Security through obscurity doesn’t work, there is no such thing as “more secure” or “less secure”, either security is effective or it isn’t. Given enough time, all secrets of a system will be revealed, and a security system should still work, even when the attacker knows everything about it.
obviously for a whole different level of product, but I still like to think innovatively about ways to make this secure; distancing myself from todays tradtitional DRM -> a user who payed, should never even feel/see DRM, let alone have problems because of it.