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| [May 11, 2012, 09:47 am ET] - Share - Viewing Comments |
Games On Net -- How Cloud Gaming Turned Piracy Into Espionage.
But cloud games aren’t fully held by you, the gamer. The gamer only gets enough code to display the game on their computer. Critical data is stored on the server and streamed during play.
This is more than DRM because the gamer gets substantial benefits from the online connection. Two of the biggest are easy access to multiplayer games and increased protection from hacks. Neither could be provided without the online requirement—online-only means a large multiplayer population, and protecting the server code makes it difficult to hack.
Converting a cloud game to a single player game through reverse engineering is taking what the publisher hasn’t given you, and changing it to something else—with completely different benefits. It’s not fighting DRM. It’s taking what’s not yours.
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Re: Op Ed |
May 12, 2012, 11:37 |
Sepharo |
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Jerykk wrote on May 12, 2012, 03:23: The code for the bot AI is stored locally, not server-side. Are you sure about that (for my example of bots in FPS games)? If you're playing on an online server with bots I don't think it would for some reason do the bot AI calculations on your machine... Doesn't really make sense when you consider that there are 10 other people playing on the server; it's not doing individual AI calculations on all of their machines is it? The bot makes decisions on the server and the server relays you position/action information to represent it on your own machine. |
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| [I'm not trolling I'm just] tossing stuff like that in there only to get your panties all bunched up. -TrollinThundr |
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