Despite their questionable legality, dumps (or "digital copies") of old commercial games for classic computers and consoles have been circulating over the Internet for years. But, with the exception of those games that have explicitly been made available for free, digital copies of homebrew games for those same platforms have been frowned upon by the community, particularly those games that are still being sold and supported by their respective authors. Historically, these homebrew games have been distributed using the platforms' original storage media, such as ROM cartridges or optical discs, so they can be easily enjoyed on the original hardware. Now that emulators and alternative media (such as hard disk drives or flash-based multi-carts) are available for many of these platforms, there has been increasing demand among collectors of homebrew games for a convenient way to obtain digital copies of these games, in addition to--or possibly even as a substitute for--receiving them on physical media. This has raised concerns about software piracy and the resulting loss of income among homebrew authors.
One possible solution to this problem is the idea of digital copies of homebrew games that are created by the authors themselves. This is not a new idea, and it has been tried by individual authors on an experimental basis in the past, but I believe it is an idea whose time has come and that it would be worthwhile for the homebrew community as a whole to consider adopting it. It offers several compelling advantages over traditional methods of manufacturing and distribution:
- It eliminates the overhead and expense involved in sourcing or manufacturing the physical media;
- It eliminates the added costs of packaging, shipping, and handling;
- It enables more convenient methods of game distribution (for example, through a centralized "e-store" akin to Apple's iTunes), allowing developers to focus on developing;
- Through emulation, it makes possible the sale of homebrew games to collectors who may not even own the platforms for which those games were developed.
However, it also raises several potential questions and challenges, including:
- Price Points: What is a "fair price" for a digital copy of a homebrew game that would ordinarily be sold for $30 to $60 (or even more) on physical media?
- Distribution: Will new distribution channels need to be created? If so, how?
- Piracy: If homebrew authors distribute digital copies of their work, what is to prevent the work from being pirated?
The issue of piracy has been the main objection to digital distribution. There have been several proposed solutions, most of which have centered on the idea of embedding one or more unique identifiers (serial numbers, etc) inside the digital copies so that they can be traced back to their original owners. One necessary requirement of this idea would be a way to protect this identifier so that it cannot be changed, or at least a method of detecting changes so that copies that have been tampered with can be disabled or made to behave differently in some way, depending on the author's preference.
There are many possible ways of meeting these requirements, and perhaps even completely different anti-piracy measures that might be more effective. One of the purposes of this topic is to get the discussion going, and I'll start by throwing out a few of my own opinions about what the ideal solution would be like:
- It would involve embedding multiple unique identifiers inside each digital copy, or at least multiple copies of the same identifier.
- It would use a method of encryption that is strong enough to provide real protection but simple enough that decryption can feasibly be implemented on the target hardware.
- It would use an open decryption implementation that can be shared by multiple developers, eliminating the need for individual developers to "roll their own" encryption.
- It would not require the developer to perform custom compiles for every unique copy of the game. Ideally, the encryption could be applied to a precompiled binary, using a utility that can be run from within a script so that multiple unique copies can be created automatically, either by the author or by the distributor.
So, whether you're a developer, a collector, a distributor, or even a disinterested outsider, what do you think? Does the prospect of digital distribution appeal to you, or would you prefer to continue using physical media? Do you have any ideas about how unique identifiers or encryption could be implemented, or how the ordering and delivery of digital copies should work? Thanks in advance for your input!
EDIT: Before responding, please read and reflect upon the subsequent posts in this thread. Many readers seem to have concluded from the above that I am talking about implementing some form of DRM, and I explain in my subsequent posts--repeatedly and at some length--why this is not the case. I also explain further my view of the role of money for homebrew developers: put briefly, while developers should not participate in this hobby primarily as a way of making money, the money that they do receive is nevertheless a powerful and motivating expression of community support, and should be protected. To say that they shouldn't be after a big bank account is not to say that they shouldn't even be entitled to a tip jar.














