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Always-on DRM or always-online DRM is a form of digital rights management (DRM) that requires a consumer to remain connected to a server, especially through an internet connection, to use a particular product. The practice is also referred to as persistent online authentication.
The situation was aggravated after Ubisoft's servers were struck with denial of service attacks that made the Ubisoft games unplayable due to this DRM scheme. Ubisoft eventually abandoned the always-on DRM scheme and still require all Ubisoft games to perform a start-up check through Uplay/Ubisoft Connect servers when launched. [151] [152] [153 ...
Denuvo Anti-Tamper is an anti-tamper and digital rights management (DRM) system developed by the Austrian company Denuvo Software Solutions GmbH. The company was formed from a management buyout of DigitalWorks, the developer of SecuROM, and began developing the software in 2014.
An activist investor pushing for a sale of "Assassin's Creed" maker Ubisoft has gathered support from 10% of the French videogame publisher's shareholders, it said in a letter on Thursday that was ...
The scheme quickly came under fire after a denial-of-service attack on Ubisoft's DRM servers in early March 2010 rendered Silent Hunter 5 and Assassin's Creed II unplayable for several days. [16] The always-on requirement was quietly lifted for existing Uplay games towards the end of 2010, being changed to a single validation on game launch. [17]
It was more than a month after the PC release in the first week of April that software was released that could bypass Ubisoft's DRM in Assassin's Creed II. The software did this by emulating a Ubisoft server for the game. Later that month, a real crack was released that was able to remove the connection requirement altogether. [69] [70]
Digital distribution is the dominant method of delivering content on mobile platforms such as iOS devices and Android phones. Lower barriers to entry has allowed more developers to create and distribute games on these platforms, with the mobile gaming industry growing considerably as a result.
The Berne Convention for the Protection of Literary and Artistic Works (The Berne Convention of 1886) is the international treaty which provides the scope for copyright protection of video games. This protection can be drawn from the wide definition of "Literary and Artistic Work" in Article 2 of the Convention, which reads: