2012年(52)
分类: Delphi
2012-06-19 15:48:28
原创作品,允许转载,转载时请务必以超链接形式标明文章 原始出处 、作者信息和本声明。否则将追究法律责任。http://blog.chinaunix.net/space.php?uid=27062201&do=blog&id=3248244
看到一个关于私服的评论,其实很简单,没什么新内容,简单翻译分享给大家。如果感兴趣的人多,我可以把更多的实际经验多分享下。我建立了一个游戏安全的技术圈,刚刚建立,希望有兴趣活游戏运营相关工作的人加入。
There hasn't been too much news about Private Servers / Pirate Servers of late. In the US and Europe, the exist, but they are not really viable as businesses as they can be found and shut down quickly. In countries without a major domestic online gaming industry, but substantial Internet access, there is a growing issue with these pirate servers as commercial businesses. China has had a problem with private servers, but the growth of the domestic online game industry is likely to have a huge impact on private servers going further.
这里重点提到了国外(美国和欧洲)的私服问题相对较少,因为很快就会被找到并关闭,在国内之前以代理为主游戏的情况下,私服问题比较严重,不过随着国内游戏产业的发展,打击私服的力度会越来越大。(和IPO问题一样,国内大兴LV到处都是,盗版问题严重,所以老外眼里国内的私服问题也一样很难治理)
The big problem for MMOs in terms of piracy is that most of the value of the game
is downloaded to the game client - virtually all of the game assets and much of
the game's logic. There are three major ways to pirate MMOs:
提出了从技术上面临的问题是,目前的MMO游戏最有价值的部分都在客户端,比如图形设计,一些基本的游戏逻辑,而客户端都是免费提供给玩家下载的。下面提出了3种私服的形式。
1. Reuse art assets and develop your own game logic. The big cost in MMOs are
art assets and mission content, most of which is pretty easily extracted from a
game client.
通过盗用游戏的美术元素来开发自己的游戏逻辑。美术设计是一个MMO游戏最有价值的资产之一,还包括一些任务的内容,背景故事等。而这些都非常容易从客户端提取。(这个不算私服,是侵犯知识产权,或盗版,或叫山寨)
2. Use the game client and reverse engineer the game server. Often not hard,
again, as most of the game is on the client.
反向工程游戏服务器端,目前越来越容易做到(我记得还有一个通用游戏服务器端的程序,可以模拟大部分游戏的服务器端逻辑)
3. Get a copy of the game server as well as the client. This has happened a
number of times because of disclosures or theft.
盗取游戏的服务器端程序,(这个在之前国内的很多游戏,都发生过类似的情况,关键看运营如何管理安全,包括开发商开发环境和代码的保护)