In the 1980s and 90s, software companies scrambled to prevent piracy with floppy disk copy protection, dongles, and early DRM schemes. But hackers and crackers saw it as a challenge, quickly bypassing protections just to prove they could. Groups like the Apple ][ Pirates, Razor 1911, and Fairlight cracked software within hours or days of release, often adding their own custom intros (cracktros) before the game even launched.
Some DRM schemes were laughably weak. One game simply checked if the disk had a hole punched in it to confirm legitimacy. Others were bizarre, like requiring users to refer to a physical codebook to launch the software. But these protections only frustrated paying customers while pirates enjoyed hassle-free copies.
Even as DRM evolved with digital downloads and online activation, it never truly stopped piracy. Denuvo, one of the most notorious DRM systems, was cracked multiple times, sometimes within 24 hours of release. Ironically, DRM often made life worse for legitimate buyers, causing performance issues, online-only requirements, and game-breaking bugs. Meanwhile, pirated versions removed those restrictions, making them the superior experience.
As history keeps proving, DRM doesn't stop piracy. It just annoys customers.