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Anno 2070 multiplayer connection failed11/11/2022 ![]() ![]() People have paid for something they cannot use. This is not acceptable, it's not like the game was given away for free. I understand the SaaS description, it's a very accurate one but the point is customers have paid for something that is essentially an overpriced server status and countdown application. As pointed out somewhere else, Blizzard have done this with their last few games Stacraft 2 (both) and Diablo 3 and people don't complain (even though at the start there were a few teething issues). Maybe if they launched the game with enough infrastructure to cope, there would be no issue here. Their always on DRM doesn't work, they obviously didn't have enough servers to handle the load even though they would have had sales figures before the game launched. There probably isn't much money in cracking simcity. ![]() ![]() Some games, WOW for example have people spending significant resources on reverse engineering them (although for different reasons) because there is a financial incentive to do it (you can make money selling rare items). Essentially the problem with traditional DRM is that attack is easier than defence, this inverts that relationship. In this case you have to individually reverse engineer every single game out there, so at some point you hit the limit of the rescources that game crackers will spend on cracking. It is certainly much more time consuming than figuring out how to set the "isGameValid" in securom to 1 and breaking every securom game out there. So you end up with a divergence between the real game and the pirate game. You might be able to eventually do a good enough job that makes your server feel quite close to the official server but then every time the game updates you either have to stick with the old way or do all of your analysis again. Not to mention not having your fuzzer detected and being banned/sued. What would be more time consuming is reverse engineering the mathematical models used for simulation on the backend, you're going to need to observe the input->output map over a lot of possible inputs and to do that you probably need a lot of game clients connected which cost a lot of money. Reverse engineering the binaries and network protocols is not going to be so difficult. ![]()
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