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this can be advantageous if you want to limit pirates to a certain amount of "useful" or "programmable" time, without restricting any legitimate users. if you have the game configured to only work for one hour on your company's corporate account, you can limit the effective number of players in your game, and force (or at least discourage) people from using keyloggers and taking notes. the other way is the application model: instead of giving your users your code, you give them an application where they can install your code on their own computers. this is probably the easiest way to go: once you've implemented your license system, it can run any code you wish. you do, however, have to know what your users can and cannot do.unless you remove the code from their computer, you cannot stop your users from copying it or distributing it: the only thing you can do is to prevent them from giving it to other people. this is usually done with the help of a drm scheme which is used in music, movies and software, but can also be done in the hardware world. a very good example of this is the standard cassette player: while you can play a tape if you know the pin code, you are not allowed to give the player to a person that is not supposed to have it.this is not a form of software piracy, and it is protected by copyright. software licensing is not something you can protect by claiming that your software is copyrighted, but you can protect your revenues by suing pirates. once the threat of litigation is made, your software will make more money. even with the simplest of licensing schemes, you will see a drop in piracy, and the magnitude of the drop is directly proportional to the effort you put in.
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