Advertisement

Authorization tools for online content delivery

Started by August 29, 2005 10:09 PM
7 comments, last by motorsep 19 years, 2 months ago
Is there any tools ready for authorization of online content delivery? What I need is webtool of client ala Valve's Steam that opens up access to ftp sever after money was drafted from credit/debit card. And person can download his/her copy of a game. And every person get unique access code or something to download his/her copy. I just want to protect a game form casual copying.. Plus I want to be sure that person get his/her copy only after payment... Thanks you.
Web: http://www.kot-in-action.com
IRC: irc.freenode.org #steelstorm
There are several solutions, that typically work by wrapping the executable proper for easy installation.

Solutions range from WildTangent's platform, through things like DemoShield and CD_zilla, to Macrovision FLEXnet, SafeDisc and Trymedia offerings.

That should give you enough to google on for a while :-)
enum Bool { True, False, FileNotFound };
Advertisement
Thanks. But I was talking about access to downloads from ftp/http.. Before you even see a file, you have to pay. And after that you can download it..
I'll google all that solutions you gave me, but are they suitable for indies? Pricewise?
Web: http://www.kot-in-action.com
IRC: irc.freenode.org #steelstorm
There are free installers but I don't think that's what you're looking for.
- blew
Well, free is not that bad. Game I have been making is based on GPL engine - Dark Places (heavily modified GLQuake engine). It's free, open source but it industry proven engine and I believe that's the way to go for start up indies.
So as for online delivery I just want people pay first and then get access to download area. I plan also to deliver games episode by episode... But it's for the future :)
Web: http://www.kot-in-action.com
IRC: irc.freenode.org #steelstorm
I don't think anyone has developed pay-to-download for indies, because once the archive is downloaded, it can be copied. Thus, most solutions I know of are based on protecting the actual archive -- in fact, they'd be happier the more people distribute the archive; it reduces bandwidth costs.

Watermarking might help with that, but has its own problems.

If I were to approach this, I'd probably take a general web shopping cart payment system (say, the PayPal system), and then couple that with a random-key generation system that just redirects to a download PHP script that verifies the key.
enum Bool { True, False, FileNotFound };
Advertisement
Yay! That's what I was talking about! Like shoping cart. Customer put a game to shoping cart, go to check out, pay money and then get a download link. And after all you have to register. If not, you won't get any goodies/patches/bonus packs later. The question is where can I read about such systems to compare prices and stuff?
I don't believe in CD-Keys, protection of CD copying, etc. Cos people still do that. I believe if game is good and inexpensive (relatively), people will buy it, they less likely to copy it from friends. Or even if they will, they would rather buy it later to get subscription on bonuses. There is just no way to protect a game from pirates. And then more security boundaries you have in your product, then more people will get frustrated with it.
Web: http://www.kot-in-action.com
IRC: irc.freenode.org #steelstorm
You can always make a MMOG with monthly subscriptions. ;)
- blew
MMOG not for indies. Too massive too complicated. It's for Blizzard :P
Web: http://www.kot-in-action.com
IRC: irc.freenode.org #steelstorm

This topic is closed to new replies.

Advertisement