DRM's are often built into the game's coding itself, which can be edited with a hex editor. For a lot of hackers, cracking games, software, and even music and video protection is just a measure of how great their hacking skills are. CD keys are virtually universal at this point, but don't do a damn thing anymore except make consumers put in a long code. Each DRM is a bit different...Halo used a patch, I think. Adobe was cracked by disabling phone home by editing a system file, then using any number of product keys. Brute force keygens, though virtually obsolete and extremely rare, make good last resort tools. DVD DRM's have been broken by commercial software. Patches are the most common I've seen, and usually entail overwriting one set of files for another set of modified files. The ACII patch was effective at disabling the online play requirement...you know, the DRM thought to be the end of all DRM's. The one that basically ensured nobody got a full copy of the game at any one time. What every DRM to date has done is slow down pirates, but has not stopped them. That is because there are a good number of bored kids skilled at programming with nothing better to do than to embarrass big corporations. Given this fact, why are there still CD keys?
And Alric, I actually agree with you on how suing ought to be handled. Of course...an unintended consequence of that may be that more people take up coding and programming and learn how to break the games themselves, virtually free of risk. Practical applications would be software trials, or burning modified game disks for your friends.
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