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What is the likelihood that this will not be cracked? Every game is. Unless what you're really selling is a subscription a la WoW, you can't prevent piracy by m
by mustpax 17y ago
What is the likelihood that this will not be cracked? Every game is. Unless what you're really selling is a subscription a la WoW, you can't prevent piracy by making your game have a super annoying DRM scheme. Ubisoft is probably pretty desperate to try such a sad move.
- zokier 17y agoClient-side this kind of scheme could be implemented much alike a MMORPG, with the distinction that you are playing alone in your instance of game world. But still, all in-game progress could be tracked only server-side. If so, what could the crackers do when the game itself doesn't have the ability to make save files?
- dmoney 17y agoTake a snapshot of the memory used by the game, then reload that. Or, sniff the traffic to the server and try and reverse engineer the database schema or serialization format.
- guelo 17y agoThe server communication will probably be encrypted. But yea, it will be cracked and the cracked version will offer a better user experience than paying customers get.
- lawn 17y agoWith a key and encryption method which you have, you just have to find it.
- TeHCrAzY 17y agoThis is a good point. Many people misunderstand the idea of encryption. Essentially, if the data is to be used by the client, the client needs a way to decrypt it, thus the client can copy and do with the content what they wish (no matter how hard you try to prevent this).
- philk 17y agoNot really, because the server isn't serving anything that's integral to the game experience. All of the content is on the machine or loaded into memory at some point in time. The only way this really works is if you're continually releasing new content on the server side.
- cheald 17y agoThe MMO model works because there is a significant amount of value in the product that never exists on the client. To use WoW as an example, all of the enemy spawns, loot generation, AI, spell scripting, etc all exists on the server. In the case of a single-player game like AC2, the only way to replicate that model would be to put AI, text dialog, persistence, etc on the remote server. This requires a tremendous infrastructure investment that just doesn't pay for itself in a non-subscription model. If the server just saves and restores game saves, I can mock that with enough input data. You have to have actual value on those remote servers that people will need access to.