Thread: Beyond Telnet
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Old 08-25-2006, 12:44 AM   #5
the_logos
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Join Date: Sep 2002
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It's worth considering that even Blizzard knew they couldn't manage to create a non-duplicatable client protocol and opted for the potentially very expensive route of using the DMCA. Unless I'm mis-remembering, WoW trivially encrypts 1 or 2 bits of every byte, letting them claim that anyone who made a client to supplant their own would be violating the reverse-engineering provision of the DMCA, and thus gaining the ability to sue the pants off offenders.

I suppose that's a viable strategy if you have the kind of money Blizzard (and their master, Vivendi Universal) has, but it's not feasible for small games companies.

I wish you luck Hephos, but it's a paradoxical situation: The only way you're going to be able to prevent other clients in the long run is if you have few enough players that nobody cares enough to hack protocol.

--matt
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