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With about 30 seconds of thought.

You can still play the game without uploading so each game represents 2 copy's. Require an activation code to "load" the game which you can get automatically online or with a phone call. Require someone to unload the game which spits about a 6 digit code before you can upload it again. Make a fast online check to see if anyone registered the game via a partial code on the outside of the box for the used game market.

Don't let the disk play online content while "loaded" on a separate XBOX. Allow someone to declare an Xbox as broken, lost, or stolen.



Or register the game to your account and then be able to share it immediately, wirelessly across the country with 10 "family" members and being able to resell the digital copy.

But noooooo, codes and short codes and registration verification sounds way better. >_<

I guess this is so frustrating for me because I worked on a licensing system and had to deal with the hundreds of little places it could be attacked in ways that aren't obvious if you haven't worked in the problem space before.


That's probably because you were trying to come up with a system this is more restrictive than the traditional physical media system (where you could share or sell a single physical item), but with concessions.

There is a very simple and obvious solution - internet connection required on activation or deactivation (for trade). I have not read a single good argument against this system anywhere.


I dont think you understood what i said. The codes are transparent if someone is connected to the Internet. The reason I added them is to add functionality. Also, I would suggest a pure digital copy shuld probably have more permissive digital lending features as a selling point, but there is no reason not to add them for a "loaded" game.




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