After watching the video the main thought I have in my mind is that the whole issue could have been subverted by building two sets of executables. One with DRM and one without. The DRM free version could then be stored for potential future use. That way you wouldn’t have to necessarily maintain the build environment.
Obviously this wouldn’t have occurred to me if I was building the game, but I hope the companies learned as soon as they ran across the issue the first time.
Here’s a video from Modern Vintage Gamer explaining why they did that https://youtu.be/XEKPUARYckc?si=oxszKFtYHBL9TmHH
Thank you for posting this, it is a fascinating story.
thanka for the link. that was worth the watch
After watching the video the main thought I have in my mind is that the whole issue could have been subverted by building two sets of executables. One with DRM and one without. The DRM free version could then be stored for potential future use. That way you wouldn’t have to necessarily maintain the build environment.
Obviously this wouldn’t have occurred to me if I was building the game, but I hope the companies learned as soon as they ran across the issue the first time.