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> You aren't going to pirate Sim City 5. I'm tempted to believe that due to the simulation grunt work being done server-side. But people also said the same thi
by Irregardless 14y ago
> You aren't going to pirate Sim City 5.
I'm tempted to believe that due to the simulation grunt work being done server-side. But people also said the same thing about WoW and Starcraft II, yet you can easily play either of those for free with fully functioning multiplayer (just not on Battle.net).
- sbov 14y agoThis is wrong. The simulation is not serverside. If you disconnect from the servers you can play your city all you want. The only serverside aspect is saves and social (including region play), which would be relatively easier to recreate.
- pc86 14y agoThe only serverside aspect is saves and social Am I misunderstanding what you mean by saves? That seems pretty important to me.
- jlgreco 14y agoImportant yes, but also presumably fairly simple to reverse engineer.
- zalzane 14y agoNot necessarily. Implementing client-side saving would be trivial compared to the other kinds of DRM that have been successfully bypassed over the years.
- CaveTech 14y agoClient side saving is already implemented. In a few instances where I disconnected from the server and continued to play, SimCity would try to push my work to the server on reconnect. At times this wouldn't work and I would lose my progress, but I'm willing to attribute that to the fact that it was supposed to be a rare case backup mechanism, rather than the necessary crutch it is currently.
- corresation 14y agoWhy did they have to disable accelerated time in the single player game? I'm not disputing what you are saying -- the notion that it had a server-side engine for single player games seemed silly -- but that aspect of the story struck me as very odd.
- sbov 14y agoThe theory is that the client communicates with the server for saves based upon in-game time not wall-clock time. So cheetah speed forces the client to talk to the server more often for this purpose. I made my statement based upon my experiences playing. For one, I played the game for 3 hours disconnected from the servers - I knew my progress wouldn't be saved but I just wanted to play. It seemed to work fine aside from region play and that my progress wasn't saved. Another time I lost my internet connection for 15 minutes. I continued to play. When I got it back, it claimed it re-sync'd my game with the server. As a test I logged out and back in and it all looked the same. Maybe there is some simulation on the server side. But it doesn't seem necessary based upon my experiences playing the game.
- Laremere 14y agoAnother theory other than sbov's theory is that there is calculation done on the server side, but only for cities in a region not currently being played. As long as someone is playing in a region, the other cities are basically on rails, so nothing really changes for the players, but they still will correctly interact with cities currently being played.
- accountoftheday 14y agoI am only speculating here but the server may be verifying a client's simulation to prevent IAP/multiplayer cheating. (Who hasn't played the old SimCity games with infinite cash?)
- antihero 14y agoCould we not reverse-engineer it and write our own servers?