Introduction
With the emergence of technology in recent years, the gaming industry has changed significantly enabling new ways of playing games. PC or console games are not any more the only mode in the gaming world, since we are seeing a new era of online games. However along with all the fun, security landscapes for computer games have also changed. From PC games where the main concern is copy protection, online games, however has a different requirement for security. Firstly, online games are meant to be a distributed E-commerce application which leads to complicated security issues. On the other hand, online games have their own unique security challenges. Usage of cutting edge technology (e.g computer graphics, artificial intelligence, human computer interaction and programming) along with ignorance of game security issues has made the online gaming providers and players land into trouble.The client
The client is one of the most popular global flash games in the world and hosts its own proprietary games. The client has its own studios and creative art, production and programming teams to make sure that each game they create and host is of the best quality. They are probably the world’s largest flash game producer producing almost one new flash game a day. They are also the leading MMOG (Massive Multiplayer Online Games) game operator in India. They are the exclusive licensee of SEGA’s Car Racing MMOG Game and have distributed the game across the breadth and width of India.Security Issues for the client
The main security issues with the client were “cheating” in their gaming application and maintaining secure internal network and infrastructure. While cheating is a security issue across all gaming segment, complex bugs like those involving “time and state” were threatening the client’s multiplayer online role-playing game (MMORPGs). A year back the client had moved to Web services and service-oriented architecture (SOA)built with technologies like Ajax and Ruby. This has invested heavily to the security concerns of their gaming application. The primary security challenges for the client’s online games came from variety of sources: players to sophisticated attackers. The attacker used to break the games’ security and accumulate virtual items or gained experience points for their characters. Many of these items, and even the characters themselves, were then sold off to the highest bidder.
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