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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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| 34. |
Re: Op Ed |
May 12, 2012, 10:30 |
eRe4s3r |
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No that is really how it is. AI , Movement, Physics, Effects, Collision, Spawn, Loot, Randomization. Everything important is online.
On your end is only the end result (ie, blizzard server says that game should do this, it does). The entire game logic literally runs on a server, you only see the output of that game instance on your screen, the rendered with the art/sound assets stored locally on your HDD.
Maybe now you understand why some detest this concept. |
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