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Don't ship all the code to the client PC, run at least a small portion of the code on a server that you control. Doing this makes "cracking" your app useless be
by yodon 9y ago
Don't ship all the code to the client PC, run at least a small portion of the code on a server that you control. Doing this makes "cracking" your app useless because it still can't do the job without an account on the server for the server-side processing. This is basically what every MMO in existence did. MMO's are games that can only be played if you have a server-side account, because they took a chunk of code that historically would have been part of the normal game loop and moved it to the server where it can't be pirated. Yes, MMO's also enabled multi-player, but that could have been done a million ways that kept the core code on the end user's PC. The real advance was noticing that a server-subscription based MMO can print money while a non-server-based client-authoritative game architecture dies a rapid financial death due to piracy.
- imtringued 9y ago>The real advance was noticing that a server-subscription based MMO can print money while a non-server-based client-authoritative game architecture dies a rapid financial death due to piracy. MMOs have more consistent cash flows than regular games which means the developers can work on content updates in the future. Regular games will have the majority of their sales within the first month then quickly taper off. This is unrelated to copyright infringement. In a peer to peer architecture cheating is a far bigger concern than copyright infringement. By the way the reason why ingame transactions in freemium games work is because there is no spending limit which means a small rich minority of players ends up spending multiple thousand dollars on the game to compete with other players.