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Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
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Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?


  • Subject: Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
  • From: Christoffer Lerno <email@hidden>
  • Date: Fri, 16 Apr 2004 12:18:17 +0800

On Apr 7, 2004, at 15:33, M. Uli Kusterer wrote:

At 1:20 Uhr +0200 07.04.2004, Stefan Pantke wrote:
- All stuff is C/ObjC

This is what has me worried. It'll be really easy to just turn the relevant check into a NO-OP. No matter how advanced the actual license checking is, as long as this is an option, crackers won't be hindered much. Moreover, this is Objective C we're talking about. With all the dynamic runtime dispatch stuff it has, and its introspection abilities, I gather it'd be ridiculously easy to locate the actual version-checking code.

So, if I'd do this at all, I'd probably settle for a proprietary solution, not open source (even if it's BSD), because in this case, security through obscurity at least means that the crackers will have to crack applications one-by-one. If there is a standardized library, they'd just have to crack that one library, and from then on every ijit could crack other apps using it.

As long as my hand-grown code is good enough to thwart casual piracy, it really doesn't matter if the passwords are generated using an encryption that isn't state-of-the-art. If they want to crack my app, they'll find a way. IMHO it's not worth the hassle trying to discourage use by people who wouldn't have bought my app anyway, especially since it may be an annoyance to those users who *have* actually paid.

If I may jump into the discussion at this point...

I agree with the above... There is yet to be produced a product that "can't be cracked". As for serials, it is trivial to get hold of serials to most products produced for the mac. A simple activation code is pretty much as useful as a more complex ones, unless you keep releasing new versions of your products to invalidate compromised codes.

If one really wants to stop piracy, I think the way to go is to ADD VALUE when you register, instead of releasing a product where you have removed value, and then ask for payment to deliver the full-value product.

Adding value for registered products could be as simple as providing support and help only for registered products. Sending manuals and freebies to people registering are examples.

And as for current shareware schemes... In my view, many ways of crippling shareware is actually encouraging cracking/using serials:

* Time limited shareware.
I want to try out product A, and maybe compare it with product B. But if I use product A, and then find product B more useful and buy product B instead, product A's time limited functionality might make it impossible to retrieve the information I initially stored in it. This makes me more wary of trying out product A, and it makes it more attractive to look for a crack/serial for A.

* Feature-crippled shareware
This basically says: "Here, we have a product that is really good, but if you want to see what that product is, you have to pay us money. Here is a sampler to show the not-so-interesting stuff we think is ok to give away for free."
But since you want to know if the non-free stuff is worth paying for, you get a crack/serial to enable those functions.

The above methods are very popular but aren't really encouraging sales.

Personally, I like the "x free uses" shareware more, you know where you play the game or start the app a limited number of times. That way, running out of "free uses" is a really good signal to yourself that you are using the app enough for it to be worth paying for.

I don't think it's possible to make piracy go away by "forcing people to pay for things" through different anti-piracy schemes. I mean, it's been over 20 years of selling games, and piracy is stronger than ever.

In fact, I only know ONE really good way of reducing piracy: Make it more valuable for the customers to buy your product than to copy it.

In the "good old days" when you got a manual with your software (remember those days?), getting a manual with your software was a really good incentive for buying the product. The "good old days" also had software that was considerably much cheaper than that of today. Of course, the products today are more elaborate and has more work put down into them, but it doesn't invalidate the fact that the price was better back then.

Basically the prices have escalated, and with them the levels of piracy. And then prices keep rising because people see profits going down because of the piracy and want to compensate by raising prices. All of this just creates a vicious circle only ending up making the customers who actually BUYS the products, pay for everything.
And even better, producers then STRIP value additions, like manuals, from their software to increase profit margins - not understanding that this is indirectly making piracy even more attractive, buy giving less to those who pay for what they do.


Oh well I guess that's they way it's supposed to be these days...

/Christoffer
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  • Follow-Ups:
    • Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
      • From: Allan Odgaard <email@hidden>
References: 
 >[little OT] Licensing/Implementing in Cocoa/Obj-C (From: Matt Jaffa <email@hidden>)
 >Re: [little OT] Licensing/Implementing in Cocoa/Obj-C (From: Stefan Pantke <email@hidden>)
 >Re: [little OT] Licensing/Implementing in Cocoa/Obj-C (From: Allan Odgaard <email@hidden>)
 >Re: [little OT] Licensing/Implementing in Cocoa/Obj-C (From: Stefan Pantke <email@hidden>)
 >Re: [now OT] Licensing/Implementing in Cocoa/Obj-C (From: Shawn Erickson <email@hidden>)
 >Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product? (From: Stefan Pantke <email@hidden>)
 >Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product? (From: "M. Uli Kusterer" <email@hidden>)

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