Homebrew Hoedown: The Dark Side of Gaming
Today’s question is one of daunting proportions: “Describe video game homebrew culture and its connections to software piracy in approximately 800 words.” I’ve just wasted 24 of those words. Let’s not waste any more.
Video game piracy is a hot-button issue no matter how you slice it. Gamers get passionate about it, the industry gets passionate about it, the media gets passionate about it and most frighteningly of all, the House and Senate have recently gotten passionate about it too (SOPA and PIPA anyone?). For my part, I see the very existence of video game piracy as a revolutionary democratizing force and a movement which should be encouraged within reasonable limits. Let me explain that statement with a little history before you all reach for the FBI hotline.
Video game piracy, in its current form, did not exist for more than 15 years after the release of the first (commercially successful) home game console, the Atari 2600. As anyone who grew up in that era can tell you, it physically couldn’t exist the way it does today, thanks to a little contraption known as the cartridge. As the preferred method of game storage up until the CD-based PlayStation of 1994, cartridges had excellent anti-piracy protection built in. In order to read a cartridge, one would have to possess a special EEPROM reader and a fairly powerful personal computer, neither of which were available during the life span of the 2600, the NES, the Genesis, and the Super Nintendo. Even the PlayStation remained relatively safe from the threat of piracy, as CD burning drives did not become cheap until long after the console had aged gracefully out of the market.
Starting in 1999, however, the piracy game began to change. With all consoles rapidly adopting disk-based storage formats, games were suddenly readable and writable on normal, household PCs. The Sega Dreamcast was the first to be sacrificed on the altar of ripped-and-burnt games, and it wasn’t long until the skills learned on the dear old Dreamcast were applied to the Xbox and PS2.
Nowadays, game piracy is relatively easy. The PS3, Wii, and Xbox 360 have all been hacked to run custom operating systems, which are more lenient about copy protection than the factory versions. Games are ripped and distributed through private and public peer-to-peer exchanges every hour and every minute. How, then, can I sit here and reasonably make the argument that game piracy is good? I can answer that question with one simple buzzword: homebrew.
Just to clarify, I’m not talking about an alcoholic beverage distilled in the privacy and comfort of one’s own home. I rather refer to a phenomenon in console hacking known as homebrew. Put simply, a homebrew program is a legal custom program that runs unauthorized on a hacked console. What’s the difference between that and a pirate game? Asking that question is sure to start a flame war, and for good reason, too, as the distinction is fine but significant. Following homebrew logic, a game console is a magnificent piece of hardware with tremendous potential of which official developers may or may not be taking full advantage. Therefore, homebrew applications seek to grant all users full access to their console’s hardware and feature sets, in order that they might use it to further their education and exercise their right to creative expression. The problem is that homebrew applications hack a console using many of the same strategies as pirate applications.
In reality, the situation is a bit more of a chicken-egg conundrum, as the homebrew community is usually the first to hack a console and discover its weak points, which software pirates then further exploit to get illegal games playing on legal consoles. Still, as one can imagine, fingers are pointed, voices are raised, and pirates and homebrewers can always be seen having it out on hacking forums. Legality aside, however, (granted, that is a big aside), average players do benefit from both pirate and homebrew exploits. When intelligent, motivated teenagers are given full access to a toy as complex as a game console, the result of the creative play that ensues can often be astounding. Old, dead consoles like the Sega Dreamcast have begun new lives as havens for independent software developers, who can hone their game design skills on a real system in preparation for jobs in the industry. Additionally, given the recent boom in independently developed games for the PC and Xbox Live Arcade, it would seem that the transition to major platforms is not too far behind for these self-taught designers.
Of course, the rather glaring yang to this yin is this: the more consoles are opened up for play, the more they are opened up for pirate exploitation—a situation which has led to an obnoxious game of cat-and-mouse between hackers and developers. The feud is pointless to boot, as the nearly infinite supply of hackers will have far more resources to invest in breaking security than Sony or Microsoft will ever have to invest in hardening it.
The solution to this problem is not simple by any means, and I don’t presume to know of one off the top of my head. I’ll say this, however: if developers and hackers could reach an agreement that allowed users more access to their consoles, aspiring game designers would have much easier access to real-world, hands-on experience directly relevant to their intended line of work. As things stand currently, though, the existence of that same opportunity through hacks is not a bad sign for the future of the gaming industry.
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