[GD-Design] Off-line vs. on-line play and cheating
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From: Brian H. <bri...@py...> - 2002-07-22 17:31:54
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Preface: Probably the #1 problem people complain about with on-line gaming are potential cheats, hacks and exploiters. As most people know, the only way to "prevent" this is to make the server final arbiter on all important decisions. Question: We're working on a game design that, at its core, is just a vast space exploration RPG, but which happens to have the ability to connect with other players at a central server so they can interact, trade, adventure together, etc. The thing is, there's nothing inherently multiplayer about the design -- much of the gameplay could be done by hosting a loopback server on a player's system, just like Quake, etc. The problem, of course, is the ability to cheat. Even more severely is that cheating can affect your persistent persona, possibly ruining the game for others if you hack your local character descriptio then connect on-line with an overpowered character. So while I intellectually recognize this as a mostly unsolveable problem, it bothers me somewhat that the game can't be played "safely" as a single player game while at the same time allowing you to interact with others when the ability arises. A classic example is that you want to explore, do some spaceship upgrades, and perform other non-social activities. You can do all this sitting on an airplane if necessary, and in theory won't need a net connection. When you do get a chance to login, you "diff" your state with the server's state, and then continue on your merry way. Since the universe is procedurally generated from a pre-determined seed, by definition everything your local server generates will be in sync with whatever the persistent server generates, so there won't be any synchronization issues. The only problems will be when two players compete for the same resource, and one "claims" the resource off-line. This is easy enough to solve by simply stating that the first player on-line gets to take their claim, e.g. you discover and name a mineral rich planet, now you want to log-in to "lock in" your claim. Other issues like this can also be solved the same way. Instead of chalking this up as impossible because of practical constraints having to do with cheating, local files being open to countless attacks, etc. I'm curious if anyone has thoughts on the problem and possibly a look at it from a different direction. I'm not sure how Battle.net handles it, but I presume that on-line players can't bring off-line characters with them. Brian |