After watching the video the main thought I have in my mind is that the whole issue could have been subverted by building two sets of executables. One with DRM and one without. The DRM free version could then be stored for potential future use. That way you wouldn’t have to necessarily maintain the build environment.
Obviously this wouldn’t have occurred to me if I was building the game, but I hope the companies learned as soon as they ran across the issue the first time.
That doesn’t make ANY sense.
They locked their keys inside their program and had to break in.
Here’s a video from Modern Vintage Gamer explaining why they did that https://youtu.be/XEKPUARYckc?si=oxszKFtYHBL9TmHH
thanka for the link. that was worth the watch
Thank you for posting this, it is a fascinating story.
After watching the video the main thought I have in my mind is that the whole issue could have been subverted by building two sets of executables. One with DRM and one without. The DRM free version could then be stored for potential future use. That way you wouldn’t have to necessarily maintain the build environment.
Obviously this wouldn’t have occurred to me if I was building the game, but I hope the companies learned as soon as they ran across the issue the first time.