Saying it doesn’t make it so however.
Well, to be clear encryption of builds is already implemented by the Godot team. Obfuscation is provided by third party tools, just like for Unreal and Unity.
So the question is: For whom are you claiming it is easier and more cost-effective? The Godot team already did the work. It’s open source, so it’s free for the end-user.
As far as in-engine obfuscation, the cost to the Godot team and users is high. It would cause all sorts of problems, outlined in the very long discussions I linked in my last post.
I don’t know that you’re wrong. You may be right. I do not know what you are comparing.
I think the metaphor has gotten confused. Encryption is in fact more like locking the house because you need a key to unlock it. It’s even called a key. Obfuscation is more like hiding the valuables where the thieves won’t think to look.
Both metaphors fail because in this case the hacker has their own copy of the house they can dismantle piece by piece.
I’m not asking you to apologize. What I, and others, have been trying to tell you - and the others with concerns on here - is that you are worrying about something that you cannot control. It’s a lot of extra effort. If you want to do it, go ahead.
But to be clear, this is a forum where people come for answers. When people find this thread in the future, there are a number of us who want to be clear about what we are saying. You are the first person to whom we are addressing our comments - not the last.
And so does Godot.
That is absolutely a valid opinion, and you should absolutely do what feels safe for you. You got the response you got from myself and others though because it seemed as though you were trying to say that we were all wrong and that your answer was the answer for everyone.
You do you.
No worries. We are all here to learn and contribute to make everyone’s games better.
Depends on the game and the intended platform.
If a client requests it, I will encrypt a game. @OleNic already gave a nice long response to this, so I’ll try not to repeat what he’s said.
I have worked at a number of companies that had all sorts of crazy ways to implement DRM. Ultimately, I personally believe that DRM is not worth the money. There’s a reason Apple went hard in on it with music and then gave up.
Before people stealing your concept/code was an issue, people pirating your game and giving it away for free online was an issue. You will lose out on a percentage of sales because people steal your game or ideas. In retail, it’s called shrinkage. The best way to deal with that is to just understand you cannot control it and focus on making your game so good that people know you came up with the idea and are loyal because your game is better.
Sometimes, no matter what you do, your game will fail. Maybe quickly. Maybe slowly. You do a postmortem, learn from the things that didn’t work, and you make the next game better.
My conclusion is the same. You’re better off making your game good.
Having said that, I will likely encrypt my own games, because all it requires is a few extra steps, and if you’re publishing your game commercially, the first thing you want to do is take out the 2D or 3D parts that you’re not using to save space. So while you’re in there, make an AES key and add another command line argument.