I wasn’t originally planning on doing a Part 3, but there were so many great responses to Part 2 that I decided to extend the series. First up is Justin Alexander, in the comments here:
[…] I am curious about one point: How would you suggest companies register legitimate buyers of their product (as suggested in #4) if even entering a license code is considered too onerous for the customer (as outlined in #1)?
This is a good question. I originally had a bit about this in the previous post but I cut it when it began turning into a lengthy digression.
The answers to these are related. Entering a license code is a lot less onerous when you’re getting something in return. License codes are really annoying when all I’m getting in return for my trouble is permission to play what I ostensibly already own.
(Having said that, they could certainly be a little shorter. The standard seems to be around 35 digits. It’s usually case-insensitive, they use the letters A-Z plus the digits 0-9. You can think of it as a base 36 number system. That gives you a number space of 3635. If I’m reading my calculator right, that’s…
295,520,441,454,768,124,465,870,765,979,050,000,000,000,000,000,000,000
Or 2.96×1054, which seems excessive if all you need is a unique identifier for the game / user. In fact, there are “only” 8.87 x 1049 atoms in the Earth, which means that with a 35 digit system we could give each and every atom in the planet its very own license key, and then some. Of course, license keys are used for more than just identification, they’re used for authentication, which is why they’re so long and annoying. Only certain ones are valid – usually according to some inscrutable system – and they need a large number space to minimize the risk of you just “guessing” a valid key.)
But at the heart of the issue it’s not the length of the license key that matters, it’s the reason for entering it. Nobody objects to putting the CD in the drive to play a PS2 game, yet lots of gamers object when asked to do the same on a PC. People don’t usually object to entering personal information as part of creating an account so they can get something of value. Yet they will balk at doing so if the process is the digital equivalent of airport security. In the case of both CD checks and license keys, users can tell that they are being forced to do these things because the publisher regards them with a lack of trust. It conveys contempt for the customer and a willingness to needlessly waste their time, which interferes with making the customer view you as a friend. So it’s not really the hassle itself, it’s the reason behind it. The system carries the implied insult, “I think you’re a pirate. Perform this task to prove me wrong.”
Continue reading 〉〉 “The Publishers vs. The Pirates, Part 3”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.