Blizzard says anti-piracy technology is a waste of time and will concentrate on fighting the web

Source: Internet
Author: User
Keywords Blizzard anti-piracy
The notorious Digital Rights Management technology (DRM) is the subject of debate.  At present, the major manufacturers to provide music documents have basically abandoned the use of this technology, in the game industry, the technology is still very market, such as the famous Japanese game manufacturer Southern Dream Palace company recently praised Ubisoft's DRM digital piracy technology is "the best DRM technology so far." But unlike other big game companies, Blizzard is one of the active opponents of DRM technology, and Blizzard's founder, Frank Pearce, recently even described DRM as a failed technology when he was interviewed, and said Blizzard would rather play content and function  And the development of the game platform to spend more time and will not waste energy on this technology. From this point of view, Blizzard's Battle Network and Vavle's Steam platform nature is very similar.  Blizzard wants its unique network of services to attract players who like to play pirates, and there have been rumours that Blizzard is likely to authorize a network platform to be used by third-party manufacturers.  As for the "StarCraft 2" that people are concerned about, the game will be launched on July 27, the game needs to be networked to activate the content of the stand-alone version, but the player does not need to play the game, like Ubisoft's twisted DRM to keep the Internet connection.  What is DRM protection technology?  DRM can be translated as: Content digital copyright encryption Protection technology.  The characteristics of digital information determine the need for another unique technology to enhance the protection of these digital audio and video content of the copyright, the technology is digital rights management technology---DRM (digital Right Management). DRM Technology working principle is, first set up a digital program Authorization center, coding compressed Digital program content, the use of keys (key) can be encrypted protection (lock), encrypted digital program head store keyID and program Authorization Center URL.  When the user on demand, according to the program head keyID and URL information, you can through the Digital Program Authorization Center after the authentication authorization to send out the relevant key decryption (unlock), the program can play.  Programs that need to be protected are encrypted, even if downloaded and saved by the user, without the authorization of the Digital Program Authorization Center to play, thus protecting the copyright of the program Strictly. There are usually two keys to the key, one is public key, the other is private key. The public key is used to encrypt the content of the program itself, the private key is used to decrypt the program, and the private key can also prevent the program from being illegally used if it is changed or destroyed by the key. The above method of encryption, there is an obvious flaw is that when the decryption key is sent to the user, once the hackers get the key, you can easily decrypt the program, so that can not really ensure the content provider's actual copyright benefits. Another moreA secure encryption method uses three keys, which divide the key into two, one on the user's PC and the other on the authentication station (Access ticket). To decrypt a digital program, you must have both keys in order to unlock digital programs.  This way, when the decryption key is sent to the user, the encrypted content cannot be undone even if it is stolen. There is no doubt that encryption protection technology is playing an important piracy role in developing e-business systems. For example, the content of music or video broadcast on the internet can easily be copied. In order to avoid these risks, program content in the Internet transmission process is generally to be encrypted protection. In other words, the person receiving the encrypted digital program must have a key (key) to open the digital program and play the Watch.  Therefore, the work of sending the key must be immediately after the transmission of the encrypted program. For content providers, it is important to be aware of the importance of transferring key work to prevent the key from being stolen while it is being transmitted. Hackers on the internet always like to drill these holes.  Therefore, we need a secure and rigorous way to transmit the key to ensure the full implementation of the security protection mechanism. Now the market is more use of Microsoft's DRM technology. (Edit Zhang Xing)
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