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The State of Security in MMORPGs 288

Anonymous writes "Security researchers Greg Hoglund and Gary McGraw poked around in World of Warcraft and other online games, finding vulnerabilities and exploiting the system using online bots and rootkit-like techniques to evade detection. Their adventures in online game security became fodder for the book, Exploiting Online Games. McGraw discussed with securityfocus the state of security in modern video games, cheating and anti-cheating systems, how the market for cheats, exploits, and digital objects is growing, what we could learn from the design of these huge systems, and how game developers react to submissions of security vulnerabilities."
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The State of Security in MMORPGs

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  • by faloi ( 738831 ) on Wednesday January 16, 2008 @12:05PM (#22067392)
    The market for cheats and exploits is so large primarily because of the "make it a grind!" trap that most MMORPGs fall into. If you're into a MMORPG, and you "need" cash for a certain item, or to recoup your costs for the last big raid, or what have you, you seem to get one of two choices. You can grind away whatever playtime you have in order to get the cash legitimately, you can buy it from someone that is grinding away (or perhaps using exploits), or you can turn to exploits/hacks/whatever yourself.

    I understand that some percentage of the playing population is going to cheat, hack, or use an exploit simply because they can. But if game design didn't make it so attractive to so many people to reap the rewards that go along with it, it would be a pretty minor problem. In my opinion, as soon as you're killing the 3,000th slightly different textured mob for his toe...or running a dungeon you could do in your sleep just to make sure a fellow guild members armor is a little bit different color so you have a shot at the next dungeon, MMORPGs start losing some of their fun. I don't know of too many people that really enjoy running things that are on "farm" status, but there's a necessity to grind it out built into the games.

    I know it keeps people hooked longer, but it also keeps the temptation to people's mind.
    • by Pojut ( 1027544 ) on Wednesday January 16, 2008 @12:12PM (#22067484) Homepage
      This is one of the primary reasons why I like Guild Wars so much. I was a WoW junkie for about a year and a half straight (played in the closed and open betas, bought the game on release day). Switched over to Guild Wars.

      See, with WoW, since I was paying for it, I felt obligated to play it over other a result, I missed out on a LOT of games when they came out. With Guild Wars, however, since there is no monthly fee, I'll log in for a couple hours here, a couple hours there...maybe a grand total of 5-7 hours a week out of my 25-30 hours a week spent playing video games. Since I'm not paying a monthly fee, I feel less like I HAVE to play it and more like I WANT to play it...WoW is a better game IMO, but I like not having that "second-job" feeling.
      • by brkello ( 642429 )
        I totally agree with this. So many games passed me by when I played WoW because I felt like I had to make it worth the time I was spending on it. When I quit WoW, it was a lot of fun to play all the games I had missed out on. Heck, I am still trying to catch up. Of course, now I am addicted to Disgaea so I am doomed.
      • Re: (Score:3, Insightful)

        by hitmark ( 640295 )
        and therefor i go check the micropayment and free to play games listed at: ;)
      • I think such a mindset is a flaw of the player far more than the game, though. I've honestly never understood those who feel they have to log in to WoW... I go for weeks at a time without logging in, when I do, I have lots of fun. One might argue that I'm wasting money, it's true, but if it's a waste of money, then you should obviously be not spending the money.

        I really feel that "I have to log in to justify my $15/month" is kind of the pinnacle of irrationality. If you're not having fun, don't log in. If

        • Re: (Score:3, Interesting)

          by Pojut ( 1027544 )
          See, that's just it though; I LOVED playing WoW. I never logged in while thinking "man, I really don't want to play this." I would venture to say that my time spent playing WoW definitely makes up a large portion of my favourite gaming memories.

          A better way to describe it would be when I would sit down to play something other than WoW, my thoughts drifted towards thinking that I should log in and finish this or that quest, or head to the auction house instead. I felt pulled to it. Playing other games wh
      • That's exactly the same reason I went to Guild Wars too. If I step away for a while, or do some grinding, I don't feel like I'm wasting my money. Not only that, but I think GW is a much more fun game than WoW too (I know, I'll burn in Hell for such blasphemy). I like the fact that it has an underlying epic storyline, I love the graphics (WoW is a little too cartoony for me), the henchies are nice if you're just soloing, the ability to easily move between servers makes it easier to trade and play with friend
      • Re: (Score:3, Interesting)

        by jayveekay ( 735967 )
        At $15/month, WoW subscription costs about $.50/day. Expansion for $40 every 2 years works out to another $.06 per day, so say $0.56 per day total.

        Guild Wars cost is about $40 to buy an expansion every 6 months, or about $0.25/day.

        So, the difference in dollar cost between the 2 games is about $0.30/day. I would argue that if that amount of money is a more significant factor to you than which game you enjoy playing more, then you should play neither and instead spend the time earning more money. :)
    • by Anonymous Coward on Wednesday January 16, 2008 @12:15PM (#22067546)

      If you're into a MMORPG, and you "need" cash ... you seem to get one of two choices.
      1) You can grind away whatever playtime you have in order to get the cash legitimately,
      2) you can buy it from someone that is grinding away (or perhaps using exploits), or
      3) you can turn to exploits/hacks/whatever yourself
      No, wait, I'll come in again. (exit)
      (enter stage left, dramatically)

      NOOOObody expects the Slashish Inquisition! If you're into a MMORPG, and you "need" cash ... you seem to get one of three choices....
    • by qortra ( 591818 ) on Wednesday January 16, 2008 @12:24PM (#22067656)
      I think you're absolutely right about this. I always dreamed of an MMO that was more focus on player-skill/ingenuity than on the amount of time invested in the particular player. Such a game should passively improve the real-human player by giving him more experience with the gaming system, rather than improving the virtual character by giving him arbitrary levels/gear/money. Such a game would be naturally resistive to exploits and cheats. I would apply the following test to an MMO to see if it meets this qualification;

      Take a player who has played the game for a while, is skilled at the game, and is very successful at completing game objectives. Now, have that player start a new game with a brand new character. He should be able to be somewhat competitive with that new character - not nearly as strong without his old level or gear, but still competitive.

      Of course, there are plenty of caveats. First, I have had difficulty in imagining an RP system that would have such a large emphasis on creativity and intelligence. Second, it is unlikely that many people would actually have interest in such a game. Unfortunately, I think that most people actually like the grind; and even if they don't have the intellect to keep up in a real game, they can gain satisfaction from countless hours hording gear and currency.
      • by Rei ( 128717 ) on Wednesday January 16, 2008 @12:40PM (#22067864) Homepage
        People rely on the "grinding" aspect because it's the easiest to develop and balance properly. It's a well-worn formula. I do believe that there is some potential for ingenuity in games (and actually have worked a bit on developing a game (Eaku) that strives toward this end, with the idea of user-level scripting controlling actions in a very malleable world), but it's a lot trickier to pull off. Probably the worst idea that I've seen in practice is the one where people create a game world with the intent of it being "an environment for role-playing, not fighting". That almost never works out. Such an environment, if well advertised, will get plenty of people logging in, asking, "How do I attack things?" and leaving when they find that they can't, day in and day out. Even if in the ads you explicitly tell them that it's just for role playing.

        The article touched on game dev reactions to bug reports. I've seen negative reactions to bug reports myself. In one game I was a developer for, I once did a security audit of the code and was appalled at what I found. With almost no effort, I was able to craft an in-game exploit that would wipe the hard drive of every user logged into the game who tried to bring up a URL. I had to push and push to get it fixed. Almost any bug that was security related, they didn't want to address; they were much more afraid of introducing gameplay bugs that might come as a side effect to fixing security bugs, and more afraid of having the schedule slip. Almost none of the strings in the game were checked for length or null termination when operations were done on them. It really disturbed me (and also reinforced to me why game code shouldn't be written in C; at least use C++, people...)
        • by qortra ( 591818 )

          People rely on the "grinding" aspect because it's the easiest to develop and balance properly.

          No doubt. If Blizzard can make obscene amounts of cash using this kind of system, why wouldn't they? But now that market penetration of griding-style MMOs is so large, I think there is significantly more opportunity for a niche intellectual-MMO to really stand out - maybe like Eaku (have you posted any information on it yet?).

          and also reinforced to me why game code shouldn't be written in C; at least use C++, people...

          I've never written game code, but this seems like a no-brainer to me. Honestly, I think that even higher level languages are an even better fit (managed/garbage-collected/etc) in

          • Re: (Score:3, Informative)

            by Rogerborg ( 306625 )

            Anyone writing Massive servers in Java (or C#) should be billed the full ongoing costs of the extra iron that they require. Quite apart from the inherent overheads of VMs, those languages automagically spawn threads for network activity, rather than allowing you to perform non-blocking access from a smaller thread pool. They simply don't scale up well. A few dozen players, fine, hundreds, OK, but you hit the thousands and you're spending a significant amount of your cycles just thrashing between threads.

        • by NeutronCowboy ( 896098 ) on Wednesday January 16, 2008 @01:26PM (#22068596)

          People rely on the "grinding" aspect because it's the easiest to develop and balance properly.

          Actually, I think there's a more insidious reason people rely on the grinding aspect: it allows developers to create the strongest reward mechanism; one that leads to behavior most closely related to addiction: random rewards at random intervals. It's convenient that it is the easiest to implement, but one reason we haven't progressed past it (and, in the case of Ultima, regressed to it) is that it is the single best way to keep players coming back for more.

          Sorry for digressing, but that's the one thing that bugs me about most MMOs right now: they are designed as a massive grind fest.
        • Probably the worst idea that I've seen in practice is the one where people create a game world with the intent of it being "an environment for role-playing, not fighting". That almost never works out. Such an environment, if well advertised, will get plenty of people logging in, asking, "How do I attack things?" and leaving when they find that they can't, day in and day out. Even if in the ads you explicitly tell them that it's just for role playing.

          People like to fight. In a pure RP (role play) world, the

    • Re: (Score:3, Insightful)

      by ilikepi314 ( 1217898 )
      Well what if you could easily and legitimately earn all of that money? Then either (a) everyone would have the same ultra expensive weapons, and so it would be boring anyway, driving some of them to use cheats/hacks/exploits to get better stuff than available, or (b) the game keeps creating better and better stuff for sale that gets more and more expensive and people still use cheats/hacks/exploits to be able to say "I got that item first!".

      To me, MMORPGs have little to do with following a great story; it's
      • Well what if you could easily and legitimately earn all of that money?

        The problem is not that it's too difficult to "earn" the "money" to get the items, but with the whole paradigm of grinding away for money & stats to get things. In fact, it's not difficult at all. Just time consuming. There isn't any more depth to farming gold in WoW than there is to stringing beads in a costume jewelry factory. And, mind, stringing the beads would get you rewards in WoW significantly faster, even, if you use the

    • by sholden ( 12227 ) on Wednesday January 16, 2008 @12:41PM (#22067886) Homepage
      The grind is the game in a MMORPG.

      RPGs are about 2 things: story, and building the power level of a character to meet some challenge.

      As soon as you add the MMO part the story has to give a bit (there's not just one player (or just one small group) so the player can't be the "chosen one, saviour of the universe" and the game is long term so story is expensive to keep adding to.

      The challenge part also suffers, since there is no end. In a traditional CRPG at some point you win the game. The big evil is defeated by your powered up character and the game is over. The MMO part means that never happens, on and on it goes with the power cap getting raised every so often so that there's more grinding to do.

      And of course people cheat in single player games, there's even more incentive in a multiplayer game...
      • by spun ( 1352 )
        I've never understood why MMORPGs didn't do stories the way romance novels do. Basically, romance novels are written based on a flowchart. The first kiss comes by page x, first love scene by page y, and so on. Adventure stories are at least as hackneyed. It's all fill in the blanks: "Find the magical _______ that will destroy the evil _______ and save the _________ !"

        "What will we do today, Wheezenerd?"
        "Well, Big Dumb Tank, today we must find the magical rutabaga that will destroy the evil gopher and save t
        • ummm... they do do stories that way. But they're called quests. And they have no real impact on the game world. And everybody goes through them. and they turn into just one more aspect of 'the grind'.
          • Re: (Score:3, Insightful)

            by spun ( 1352 )
            I know they are, but the quests I've seen are hard wired, and that is what I'm suggesting they change. Write generic quests that can be activated at various points, filling in the blanks with relevant details at the time of activation. Everyone gets a different quest.

            Also, with more sim elements in MMORPGs, there could easily be real impact on the game world. Not every quest has to be epic, some could result in minor changes, such as new shops opening up, new cities being founded, factions gaining or losing
            • I haven't played it, but its my understanding that "Pirates of the Burning Sea" has this kind of dynamic.
            • Also, with more sim elements in MMORPGs, there could easily be real impact on the game world. Not every quest has to be epic, some could result in minor changes, such as new shops opening up, new cities being founded, factions gaining or losing support, and so forth.

              Yeah I gotta admit that I'm deeply disappointed that World of Warcraft seems to be so lacking in the Warcraft department. What is Warcraft without constructing new buildings, and razing those of your enemy?

              There's a quest in the Barrens called
              • by dave562 ( 969951 )
                I agree with you. When I original heard about WoW I figured, "Cool... I'm going to be gathering resources, building barracks and helping fight the good fight." That was obviously a misconception on my part. I'd be happy if they stopped releasing expansions and built that kind of functionality into the current world. Of course it will never happen because it would completely change the dynamic of the game and making questing too difficult in the middle of a war zone.
            • by SmallFurryCreature ( 593017 ) on Wednesday January 16, 2008 @06:20PM (#22072414) Journal

              Download the free trial for Lotro, create a character and head to Bree. There is a quest there that starts at night, from a ghost near the southern gate, he asks you to find a ring that was lost at some baracks. Yet you don't recall any baracks even being at bree. It is suggested you ask around.

              Want to guess how many people INSTANTLY upon receiving that quest ask where to find this ring? 10%? 20%? I once just parked myself for an hour at night time near that ghost, just to see how many people that came near him would next ask the question. 8 people. 6 asked in public chat, the others might very well have done the quest before or asked in private chat.

              People don't want to explore.

              SWG had a little exploration and most people never bothered with it until the path to Jedi required it.

              On the way back from Dol Dinen to Esteldin you come across a wounded ranger, if you approach he warns of a trap and you are ambushed by 3 earthkins, fairly though critters. It isn't a quest, just a bit of color for the game. Again a bit of social experimentiation quickly showed me that most players had NEVER heard of this, quests are shown with a ring, there was no ring so people didn't explore to see what it was all about because no XP means a wast of time.

              It is depressing, but I sadly think that the market has spoken and the market has said, we want more WoW, please don't make us think or give us choices. Lead us by the hand and give us our XP and levels.

              And to be fair, I am not sure I entirely disagree. There is a fine line between an open-ended free form quest and sending a player out there without a clue. I remember a east european game, SS (not sure about the name, tactical turnbased squadgame in 3D enviroment that was totally destructable), it had quests/missions where on higher difficulties you weren't told what to do. You just appeared on a map and good luck finding out what your objectives were. A challenge or wasting my time?

              Like many a MMO player I have thought long and hard about how you could make a better game, but I keep hitting the same old problem, can the user handle it and sadly the answer is no. If you wants millions of subscribers you got to accept that you are developing for an average IQ well below 100. Retards. Lazy retards. Lazy dyslexic retards.

              Go on, come with an idea for a quest or game mechanism and then ask yourselve, how will a user who refuses to read or look at his interface deal with it. One of the biggest challenges in the endgame of MMO's comes not from the game itself, but in finding a group of people that after months of play actually managed to get a clue. It sounds amazing but as a raid leader you would be suprised how many times you get a newbie who must be playing on someones elses account because with their skill they should have died at the loading screen.

      • Re: (Score:2, Troll)

        by Liquidrage ( 640463 )
        That's not quite true. Take WoW for example. One could go from 1-70 on nothing but quests (though few do it is an option).

        Most of these quests ignore the fact that other people have done them as well. YOU get to help a night elf learn that owlbears are protectors from the god Elune. YOU get to recover the lost treasure for a dwarf. That isn't even taking into account instances where the *zone* is just you and your group.

        Now, there's no end. But then, traditional D&D didn't have an end either. You w
    • by brkello ( 642429 ) on Wednesday January 16, 2008 @12:47PM (#22067990)
      Eh, this is the same tired point that is pulled out every time there is an article about MMORPGs. "Oh, it's the grind that drives people to cheat...if their were only good designers in the world that could make MMORPGs without grinds." The thing is, the best designers in the world are working on these games. People, in fact, play these games because of the grind. They put effort in to something and then they get a reward. This is the same in real life, except the results take much longer before they occur (or may not occur at all). Take any other game and you see it follows the same model in a different form. Geometry Wars you grind until you beat your next high score. Guitar Hero you grind on a song until you can get 5 stars. Etc. etc.

      If you play any game long enough, you are going to get tired of it and want to play another game. That is just being normal.

      As far as cheating goes, some will do it for the challenge. Most of the others will just do it because they want to be better than their friends. It is a competition. It's a dumb place to want to be recognized...but people do it. If people hated the game, they just wouldn't play it anymore. They love the game, they just want an edge over others and will do whatever they can to get there faster. The grind is in everything...just it is just popular to bash it in here since people on here like to bash what other people enjoy instead of actually coming up with anything better.
      • by randomaxe ( 673239 ) on Wednesday January 16, 2008 @02:19PM (#22069284)
        Geometry Wars you grind until you beat your next high score. Guitar Hero you grind on a song until you can get 5 stars. Etc. etc.

        The difference here is that this isn't "grinding", this is practice.

        If you play a song over and over in Guitar Hero, you get better at it, which eventually allows you to get five stars. You, the player actually get better at the game. In most MMORPGS, however, grinding is mere repitition, doing something over and over and over for experience points (or something similar), to improve the game character. The player is no better at the game, the game character is merely powered up.

        Ultimately, these things differ in that the former affects the real world and the latter only affects the game world; if I play a song enough to get five stars in Guitar Hero, I can likely go to someone else's house and five-star it there, too. If I delete my character in an MMORPG, I forever lose all of the progress that was made, and getting a new character back to my old character's level requires going through all of that grinding all over again. While I may have figured out some easy ways to gain experience, I am still no better at the game itself. And really, I don't have to do anything challenging in the course of my grinding, because there is always some simple task (easy battles, for example) that can simply be done over and over to accrue easy experience.

        To this extent, Guitar Hero (and Geometry Wars, and most non-RPGs, really) is no more a "grind" than any other skill-based activity that you do in the real world. Is writing code "grinding"? What about painting? Soldering? Singing? Playing cards? Cooking? Sex?
        • by Fjandr ( 66656 )
          That's why Yohoho! Puzzle Pirates [] is probably the most outside-the-box MMO currently in existence. Players get good because they develop skills, rather than using grind-for-experience techniques.

          That, and it is an incredibly social game.
      • I actually could not disagree with you more. Now, I've played MMOs since the days of MUDs, but this is of course only my own experience. I would say, however, that people cheat almost exclusively because of the grind. When a game is actually actively fun, cheating generally detracts from that fun--makes it less so. I've found that most gamers recognize this, and when they are genuinely enjoying the play experience of a game will actively try to avoid anything that could be considered cheating or even ch
    • In diablo 2, cheating meant uploading your own characters and items to closed servers due to server vulnerabilities, and abusing holding buffers to dupe items. Sometimes you could also manipulate client side variables that blizzard forgot about to run really fast (yogbuls is my hero!) and things like that.

      When did automation become such a huge sin? The solution is simple. Write scripting into the game so everyone is on the same level, and make characters get tired after a few hours of gameplay. You coul
    • recouping costs? if your guild can't float repair costs from a raid, you need a new guild. the collective gold contributions from a mature (meaning 'grown up') guild is enormous.
  • by Ian McBeth ( 862517 ) on Wednesday January 16, 2008 @12:06PM (#22067416) Homepage
    Just ask regular players about the security of the MMORPG's that they play.
    Most are regular hack fests.

    Ultima Online: Scripting in the number one player complaint, but EA doesn't give a rats ass, they never ban, despide their TOS saying otherwise. Other cheats include ways to make players drop items, and using bots to monitor certain parts of the game for the sole purpose of knowing exactly when to raid, and then there is all the speed hacking (EG movement hacks) that goes on.

    Lineage II: I played for 6 months, and never met another player, just about 4000 different bots.

    LOTRO: Besides the game missing something, it had its share of bots.

    WoW: I get spammed with cheat site URL's every time I login, regardless of realm.

    Of all the above WoW seems to have it the most under control, but that doesn't mean they don't have room to improve.
    Cheating is so rampant in Ultima Online anymore, that the fricken game isn't worth logging into.
    • by DeeQ ( 1194763 )
      In wow I get spammed with gold sites but cheats.
    • Regarding Ultima Online, play on a free server like UOGamers []. The reimplemented server software prevents the server-related exploits like speedhacking (attempting it gets you auto-banned) and as for scripting, admins are vigilant about combating it. They have measures that EA didn't implement like in-game captchas and other internal methods of blocking scripting attempts.

      I quit UO on EA's servers five years ago (making a hefty sum selling all my stuff on ebay in the process!) for the player run community ha
  • I'm curious if "rootkit-like techniques to evade detection" is anything but BS market speak.
    • Re:rootkit-like? (Score:5, Interesting)

      by RichMan ( 8097 ) on Wednesday January 16, 2008 @12:17PM (#22067564)
      Blizzard has a cheat monitor process calls the Warden which scans the active process list for known cheat programs. Hiding from a process scanner is "rootkit-like". It is indeed a war zone out there. I wonder if these guys ever play core-wars. []

      Warden (also known as Warden Client) is an anti-cheating tool integrated in Blizzard Entertainment games such as Diablo II, StarCraft (since patch 1.15), and most notably World of Warcraft. While the game is running, Warden uses API function calls to collect data on open programs on the user's computer and sends it back to Blizzard servers as hash values to be compared to those of known cheating programs.[1] Privacy advocates consider the program to be spyware.[2]
    • Re:rootkit-like? (Score:4, Interesting)

      by Anonymous Coward on Wednesday January 16, 2008 @12:23PM (#22067638)
      No, it means literally what it says. Rootkit-like techniques to evade detection; specifically, process stealthing.

      Because, for example, Blizzard's polymorphic anti-cheat "Warden" tries to scan process lists, the memory space of other processes, window titles - and, if they want, your filesystem - and because it can be updated at any time, if you want to spend any serious time looking at the game in that way, one of the very first things you're going to need is a good stealth driver to pull the wool over its eyes.

      It shouldn't be that difficult, you'd think. Both Inner Space and Glider, for example, have modules to do just that, and they're running a kernel mode driver which Warden doesn't have the advantage of, but even so, the stealth is woefully incomplete which is one reason people get massbanned.

      Of course the other reason is that bots tend to look rather obvious to any other player, and get reported. The challenge there is to build a better bot, (but since there's chat involved in the game, you'd better get ready for a Turing test; since that isn't an option, discretion is the better part of valour).
      • Easiest way to deal with that kind of Turing test is to make your bot extremely antisocial. Example: Someone chats to the bot, bot replies from list of responses including "STFU n00b!!!!!", "how i mine 4 fish???", and something in a fairly obscure foreign language. Being abusive enough to keep people from trying to chat with you is an easy way to avoid having to code any real conversation.
        • by Rakarra ( 112805 )
          Easiest way to deal with that kind of Turing test is to make your bot extremely antisocial. Example: Someone chats to the bot, bot replies from list of responses including "STFU n00b!!!!!", "how i mine 4 fish???", and something in a fairly obscure foreign language.

          Even that is easy to figure out. And, in most peoples' eyes, using a foreign language is a strike against you. They'll assume that you're a gold farmer living in another country. Unless the language is, say, French or Spanish, they're usually r

          • They'll assume that you're a gold farmer, but not that you're a bot. And it makes sense when you don't reply to further questioning, because chatting is not what you do in gold farming sweatshops.
    • by mabu ( 178417 )
      That's about as specific as they got about "computer security". The article could have been written by a plumber for all we know. There's no indication from the article, these guys have any experience or knowledge about gaming security. It's as if I watched a tv show about being a doctor and then wrote a book on medical malpractice. Why is slashdot giving these poseurs any attention?
  • by Saffaya ( 702234 ) on Wednesday January 16, 2008 @12:17PM (#22067562)
    They don't care if their games are rotten with farmers and trading of game assets/currency.

    All they will do is buy external software like GameGard, whose primary function is to hob resources of the customer's PC and make it less stable.

    Thus, the low-end PHB will be able to claim to his boss he is actively fighting the problem, with GameGard's monthly invoice in hand for proof.

    Meanwhile the players will lament about the enormous parasitic-like farmer population, detrimental to the game itself, and in plain view of anyone who actually logs in the game.
  • Exploits and WOW. (Score:5, Insightful)

    by Shivetya ( 243324 ) on Wednesday January 16, 2008 @12:19PM (#22067584) Homepage Journal
    Well after reading the article, following links, and such its obvious the biggest thing they exploited with WOW during the course of writing and selling their book is the name. In other words, unless they had referenced WOW their book would be relegated to the dust bins of book sellers.

    These two seem hell bent on FUD with Blizzard in regards to Warden. I haven't connected the dots but it appears these are either the same people who flew off the handle when Warden changed or are in the same group. Basically take something and use choice wording and catch phrases to imply sinister behaviour where none really exists. IOW - 911 conspiracy hacks read from the same play book. These guys just seem to be on some damn fool crusade against Warden that it borders on silly. The very same people probably don't blink when it comes to handing over their CC/Debit card to someone behind the counter freak out over a company that actually has to take steps to protect the data the players voluntarily entered when subscribing!

    As for WOW itself, location hacks exist as the client and server are not always in synch for these actions. The biggest impact "cheaters" have on WOW is on the non-cheating players. Money transfers between accounts take an hour to complete, sales via the auction house are no longer immediate but instead take an hour, and trial accounts are so restricted that teaching someone to play with one is an exercise in frustration.

  • Paradigm Shift (Score:4, Insightful)

    by cheesethegreat ( 132893 ) on Wednesday January 16, 2008 @12:23PM (#22067652)
    The only way that online games are going to have a chance at getting away from these issues is with the implementation of skill-based advancement instead of advancement based on accumulated experience/gold. As it stands, a high-level player in many online games doesn't need to have learned any particular skill themselves, but a simple accumulation of wealth via goldsellers to buy high-quality equipment and mindless hack-n-slash, combined with good macros, and they can usually come out on top.

    Contrast this approach with what's seen in something like Jumpgate, where players have to actually develop their skill as a pilot in order to be successful in combat. I'd expect that gold-buying in that game is significantly lower per-capita than in your standard grind games like WoW or LotRO.

    When we pray for the end of goldselling, what we're really hoping for is the beginning of an era where non-transferable capital (the skill you develop from playing the game) becomes the dominant factor in advancement.
    • Re: (Score:2, Insightful)

      I don't know if you've ever played in the end game of a MMORPG - but skill is everything. Your fellow players at the highest level know immediately if you're a phony on a bought or borrowed account. Even if you have the skill with one of your classes, most likely we will know when you're on another toon, simply because it's not up to the standards. It's the fraction of a second your spells are late, the way you miss on hits by bad positioning, the choice of buffs you dole out. You can buy all the gold yo
    • Re:Paradigm Shift (Score:5, Insightful)

      by Teancum ( 67324 ) <[ten.orezten] [ta] [gninroh_trebor]> on Wednesday January 16, 2008 @01:29PM (#22068650) Homepage Journal
      One of the things that you miss here is the fact that many role-playing games (I'm including pencil and dice games here as well as stand-alone video games and MMORPGs) try to give you the simulation of being something which you decidedly are not. You may be a pencil-necked geek with a host of allergies (or in my case an over weight middle-aged software engineer), but you get into the games so that you can live out some sort of fantasy of being something you are not right now.

      So the "skills" you acquire are something not entirely related to the activity you are doing "in game".

      Still, the comment of a previous poster to your comment here is very appropriate: If you "cheated" your way into gaining a certain position/in game skill level by virtue of a gold farmer or some other hack, you really don't understand all of the subtle methods of using all of the options at your disposal. You certainly won't be able to take on even NPC monsters that would easily be defeated by somebody at your current "in-game" skill level. At the same time, even in a "grind" game (or even more so in those kind of games), you can take somebody with considerable experience in the game and see them excel at achieving in-game ranking even with a brand new character due to their advanced knowledge of techniques used to play the game, including knowledge of various locations and when to fall back and try again some other time.

      Heck, I have actually enjoyed starting out all over again from scratch on a few occasions, just to get a little bit of a challenge back into the game. But I level up oh so much faster than my contemporaries who created brand new accounts with me that they just look puzzled when I walk by a couple of days later being twice or three times their "level". In game experience does matter, and it translates across in a whole bunch of ways.

      Your suggestion that player rankings (combat levels are just another way for players to compare each other) bring about a desire to push their ranking up with real-world cash is certainly something worth mentioning. But in the long run those are artificially inflated rankings anyway. It doesn't deal with the other problems associated with real-world item trading, and IMHO there will always be those who try to find ways to "cheat" the system with cash. That can be through a faster network connection, better computer/graphics card, cheat program that let's you get an attack in 1/2 second earlier, or whatever means you can think of. This has always been the case, even for games like Doom and Quake that didn't even really have levels to compare against. And I knew people who did "cheat" at Quake and were proud of it.
  • The OP's source article seems to be a prime example of astroturfing. The guy talks in generalities about computer security and gives absolutely no examples. He's just selling his book and the article really says nothing. He also used the phrase "paradigm shift" so you knew there wasn't any real content ahead. Plus, most security people will attest to the fact that any "computer security expert" who has a PhD is laughable. That guy probably couldn't get his parking validated at H.O.P.E.
    • I was kind of feeling the same thing... Really felt like an infomercial.

      I didn't have too much of a problem with the topics, but the way he gives credit to his books for changing the security world? PLEASE!

      Can anyone say Narcissism? (I'm not sure if I can even spell it) Ok, how about a side helping of hubris? mmm. Mix with [troll sweat] and simmer.
  • The problem is a game on the net is exposed statistically to millions of people at any given time, it's no surprise that game companies can't deal with "Zerging effect" (i.e. a term from starcraft where one masses units and over-runs the enemy).

    Game companies neither have: 1) The talent or 2) The resources, to deal with this number of people effectively. Not to mention that, it only takes a few geniuses to post or sell their cheats online for them to spread to everyone else who's interested in them.
  • by DNS-and-BIND ( 461968 ) on Wednesday January 16, 2008 @12:37PM (#22067818) Homepage
    The whole idea behind online games is twofold: 1) get the reward: better items and more money, and 2) accomplish objective 1 with as little effort as possible. The whole "solve problems creatively" idea is bunk, and besides if anyone actually did provide problems like that, you'd just search online for the answer anyhow. Everybody likes to be ahead of the game, and nobody wants to plod along the old-fashioned way. A sense that you're better than everyone else is expected, and even essential (and not just in video games).

    Online games (and any game in which you accumulate posessions) are just variations on a Skinner box. Put a gamer in a box, have him peck away at moving about the world, and give him possessions randomly. It's the same sort of thing that makes people sit in front of slot machines for hours. If they *did* make a hackproof game, only a few people would play it and it would fail financially.

    • Oh, and as an aside, I searched for random reward skinner just to make sure I was remembering correctly what a Skinner box was, and there were fewer results with rats and pigeons - most of the results had to do with online gaming. Scary, eh?
    • "If they *did* make a hackproof game, only a few people would play it and it would fail financially"

      Not trying to get personal or troll here, but I completely disagree with you... in order for your statement to be true, this would suggest that the vast majority of MMORPG players were using hacks/cheats.

      Now, if you consider a web site that has maps or quest data to be a cheat, or if you consider those who use add-ons and UI Mods (legal ones) as part of that category, then yeah, I know very few fellow Warcraf
    • Re: (Score:3, Insightful)

      by murdocj ( 543661 )

      The whole idea behind online games is twofold: 1) get the reward: better items and more money, and 2) accomplish objective 1 with as little effort as possible.

      The rewards are nice. But that's not why I play. I play WoW for the same reason I play any game, to have fun. If I'm not having fun *while I'm playing* it's not worth it, no matter what the reward is. As an example, I do some player vs player combat in one of the zones (Halaa) when the chance comes up. You get tokens for doing this that you can

    • by _Sprocket_ ( 42527 ) on Wednesday January 16, 2008 @02:40PM (#22069568)

      If they *did* make a hackproof game, only a few people would play it and it would fail financially.
      Well, that certainly explains why games like Chess and Go never lasted long.
  • by eepok ( 545733 ) on Wednesday January 16, 2008 @12:41PM (#22067870) Homepage
    Massively just did an interview with John Smedley and touched upon the issue of farmers/plat sellers and how they are using social hacking to bring in profits and hurt the company.

    Part 1: []
    Part 2: []

    SOE owns and operates Everquest, Everquest 2, Star Wars Galaxies, and other MMOs.

    I think the issue of farming is higher on the radar now than it ever has been. The behinds the scenes things are really frustration. A lot of these farmers are essentially stealing from us. What they do is they charge us back all the time. They use a credit card -sometimes stolen, sometimes not - to buy an account key. They use the account for a month, and then they call the credit card company and charge it back. We have suffered nearly a million dollars just in fines over the past six months; it's getting extremely expensive for us. What's happening is that when they do this all the time, the credit card companies come back to us and say "You have a higher than normal chargeback rate, therefore we'll charge you fines on top of that."
  • by mabu ( 178417 ) on Wednesday January 16, 2008 @12:46PM (#22067984)
    I was a GM in Everquest for several years. I could chime in on my experience, which mostly related to scouting out in-game cheating. We were trained to look for signs of more elaborate types of cheats and report them higher up in the chain.

    In most of these games, the main thing wasn't really "cheating" as much as it was "exploiting" flaws of characteristics of the game's design. On some maps it was possible to "fall through the world" and people could effectively position themselves so they could attack monsters but the monsters could not attack them. This was also accomplished by using creative means to get on top of structures in the game geometry that the designers had never intended to be accessible. There were places for example, where we'd often find PCs on roofs in hostile towns attacking high-level NPCs and due to the pathing, were able to not be counter-attacked. There was a constant cat-and-mouse game trying to find out how they were pulling these things off. It was more interesting than annoying usually. I was always impressed by some of the creative ways people would try to give themselves an advantage.

    Midway into EQ's popularity a number of software programs started to appear. These really blew the lid off the game's integrity. I forget the name of this one utility, but it was a utility that managed to decrypt the game stream, and due to the way the game was designed, when you entered a zone, this program could identify the coordinates of and nature of every NPC and PC in a certain range. SOE's game design, which often sent more info to the client than the client needed to make available to the user, created a situation where once someone decrypted the data, they had access to what was going on. Suddenly rare NPCs were being killed within minutes of appearing, and when a GM appeared in a zone to investigate, the perps knew instantly we were there and would logoff. Again, a cat-and-mouse game erupted where the developers started routinely changing the game's encryption and eventually they curtailed much of this behavior and made it too difficult to use the software. But at its heyday, the cheats were quite impressed. You'd have your main game client, and then you'd have a second computer sniffing the traffic, decoding it and displaying a real-time map of all PCs and NPCs in the zone. Very high-tech. Also very difficult to catch. Since the cheat program wasn't even on the same PC, programs like WoW's "Warden" wouldn't help. The only way you could identify someone cheating was to watch their in-game behavior. When you'd see PCs make a beeline for a rare NPC within seconds of it spawning, you knew something was up.

    Last but not least, in these games, the servers log just about everything. If they want to catch a cheater, the behavior is quite easy to spot. I think the biggest issue with security in MMORPGS isn't being able to catch people cheating, it's trying to figure out how to keep the proper balance between game integrity and profitability. Probably 90% of people playing MMORPGs have broke rules and most of this behavior is on file. The companies cannot afford to take too hard a stance unless the transgressions are creating big problems.
    • Re: (Score:2, Informative)

      by JDAustin ( 468180 )
      The program you mention was ShowEQ. Originally, it was a linux only program so it wasnt used by many. Eventually, someone ported it to Windows and its use increased vastly.

      What really made things bad though was Macroquest II. Even though this required to be recompiled with every new patch, this is what made many of the exploits possible. Even SOE knew how rampant its use was but they would not go after people using MQ for its passive features (ie maps, targeting, healbot macros, etc) but people using it
      • by FileNotFound ( 85933 ) on Wednesday January 16, 2008 @01:58PM (#22069008) Homepage Journal
        Actually, it was used extensively. Every single raid guild I've ever been in used it. That's not to say that everyone in the guild did, but a few people did. The scouts, the pullers, the raid leaders, they all had it. Each guild I was in had a 'subgroup', we jockingly refered to it as "BlackOps" and our job was always to get lists of raid targets, and keep an eye on other guild raids so if they wiped we could roll over them. I know other guilds had them too, sometimes we'd be raiding in a very high lvl area that is hard to get into withou a key etc and I'd see someone without any guild tag appear on SEQ and then dissapear again. I knew what they were doing because I was doing the same thing.

        Anyone who used SEQ could easily spot others using it. We'd have scout chars logged off in zones to regularly check on rare spawns and scripts to start EQ, and log in the right char to scan a zone. As in, I'd click an icon my desktop, EQ would start in the background in a tiny window, log in and then log out right away. This gave SEQ time to scan the zone and if the mob that was on the watch list was up, it'd pop up an alert. We tested this, and the whole thing happened quick enough that nobody would even see the char appear in the zone - unless of course they ran SEQ themselves.

        I was on Mithaniel Marr, and I know for a fact that one of the top EQ guilds, Afterlife, used SEQ. It's not just 'beelining' it's that SEQ keeps track of respawn times. Not only do you know what's there, you know what's going to be there in 5 seconds or 1 minute. You see which areas in a zone are taken, where the boss of the LDON dungeon is, where someone's corpse is - even if they themselves have no idea where they died because they got lost. You could see the players without it getting surprised by spawns, making wrong turns, getting adds on their pulls, being unable to find a corpse, clearing an entire LDON dungeon to find a named etc.

        Of course whenever we had unknowns in the zone we'd act deaf and dumb, bumbling about acting like we don't know what's where, run into dead ends, clear unnecessary areas of dungeons. We knew that the other guilds at the very least suspected us of using it and probably reported us for it just as much as we reported them. It was meta-gaming at it's finest an I loved every second of it.
    • by Reapman ( 740286 )
      "When you'd see PCs make a beeline for a rare NPC within seconds of it spawning, you knew something was up."

      For some reason I had a vision of you as a GM appearing in front of em and using your godlike powers to kick their ass and send em running away.

      Wish that's actually how it worked in these games, would be pretty sweet watchin a GM kick the crap out of some Gold/Gil/Credit farmers.
      • by Teancum ( 67324 )
        I played text-based MUDs that had the local server admin create a "God" character (often simply named GOD as well, interestingly enough) that would show up in-game and occasionally talk to players and give "gifts" of various items in-game as well from time to time. Or be able to zap players to a special "holding cell" that would then be a place for "God" to interview you about what was going on.

        I got zapped once to "heaven" and talked about in-game issues on more than one occasion... usually on a friendly
        • by Boronx ( 228853 )
          I once wrote a gold farming bot for a MUD and had it auto-give the gold to my main character while I wasn't playing. As I was debugging the bot, I got caught by a Wizard. He teleported both my characters to some dungeon and proceeded to torture them in order to get them to admit they were both ran by the same person. I never understood what kind of deluded person would think torturing a MUD character would get him anywhere.
      • by mabu ( 178417 )
        For some reason I had a vision of you as a GM appearing in front of em and using your godlike powers to kick their ass and send em running away.

        That vision wouldn't be unheard of. We had a spell that would literally "kick" a person violently across the end of the zone. We'd also paralyze somebody so they couldn't move. All we really needed was the ability to play very bad MP3s on their client and the cycle would have been complete.

        I knew GMs that engaged in all sorts of torture-like scenarios. Later on
    • Re: (Score:3, Insightful)

      by dc29A ( 636871 ) *
      The program you think of was ShowEQ. Also, this was a direct result of retarded game design by Sony where by one dragon can only be killed by one group of people per week, unlike the current crop of MMOGs where everything is instanced and this is no longer a problem.

      Just the way ShowEQ was a direct result of game design flaws in EverQuest, the same way leveling bots are for other games or ingame currency selling for real life money and whatnot. Game design flaws will result in hacks, bots and currency tradi
      • by eepok ( 545733 )
        Well, instanced zones don't necessarily cure the ails. Recently, on one of the Everquest servers, there have been claims and reason to believe that a small group of characters beat a progression-based instanced mission (a first for the server) when the instanced is tuned for a extremely highly progressed raid of 54 people. Moreover, on the Firiona Vie server, all nearly all loot and gear is transferable between characters, thus any hacking of extremely high content (including instanced zones) turns directly
      • Also, this was a direct result of retarded game design by Sony where by one dragon can only be killed by one group of people per week, unlike the current crop of MMOGs where everything is instanced and this is no longer a problem.

        And there are a lot of us who wouldn't have it any other way, thanks. There should be competition for major targets and progression; handing it out for free to any group of N players just cheapens the game.
        • If a group of players can complete a difficult encounter, then how is it 'handed out for free'? Everyone has to do the same thing to complete it, just now those who do it first can't cockblock everyone else.
          • If a group of players can complete a difficult encounter, then how is it 'handed out for free'?

            1) enter instance
            2) pass or fail
            3) if fail, drop instance and repeat

            In other words, there's no risk, there is no wait and yet the same reward. The experience has been cheapened. Back in the good ol' days, before every fricking mob was instanced like in modern MMO's, yes, there was some level of competition for the major mobs. But this required a few things:
            1) teamwork - a network of friends, perhaps a guil
            • Two reasons.

              Because it's not enough to win. Somebody must lose.

              As in, killing uber_dragon_001 is cool and all, but preventing from doing it because your guild killed him first is way better.

              We had a monopoly on Azuregos in WoW for months and drove other guilds insane. We'd kite him until we got enough people to kill him. The amount of drama and hate this caused was pretty much why we did it, most of the loot got sharded. We only stopped because we ended up not having enough time due to new content.

    • It just goes to show you: do not give the client more data than the player should have access to (and conversely, do not trust the client's response without checking it for validity.) (Or the inverse(s): any data you give to the client is accessible to the player (and any response from the client can not be trusted.))

      Don't tell the client "here's everything; figure out what the player can see," tell it "here's what the player can see." It's been true since before Quake wall-hacks, and it's true now.

  • by Teancum ( 67324 ) <[ten.orezten] [ta] [gninroh_trebor]> on Wednesday January 16, 2008 @12:58PM (#22068166) Homepage Journal
    One of the things that needs to be remembered here about all of this concern about game hacks, bot players, gold sellers, and other nefarious aspects of the MMORPG universe is that a considerable amount of what happens here is just sheer intellectual curiosity.

    Face it, network packets are for many software developers hardly a mystery, and trying to reverse engineer the communications protocols between a game server and a client is hardly the most challenging task in computer science. If the game publisher decides to encrypt the communication in some way, that encryption is easy to reverse engineer as well... especially if you have the software for the client on your own machine. It may crack up the skill level a little bit if the "hacker" has to decompile the client in order to find the encryption mechanism, but that just makes it all that more of a prize to win and find out.

    For several of the on-line games that I play, I'll admit that I've been tempted to try this myself just to see how it was done. And there are major communities who love to do this stuff. For example, the game Runescape has a fairly good group of people who have tried to reverse engineer the communications protocols, and have gone so far as to recreate the server software itself and re-implement a client using the same protocol. One excellent example is Moparscape [] (Warning: click on this link at your own risk... these are real hackers here!) This is not the only server like this, I should add.

    That real-world cash is also injected into the need/demand for these sort of reverse engineering efforts is really just icing on the cake for many of these individuals who get into this activity.

    How you can get rid of this "game about a game" effort in terms of an arms race between the software publisher and the hacker community trying to reverse engineer the communications protocol may be something worth investigating. I'm certain that, as usual, the game industry is probably far more secure in its communication protocols than most other "real-world" activities like bank transactions and electronic voting, perhaps even military communications. This would be as a result of the vested interested of those young enough to have the patience and determination in order to hack this communications system.

    I'm also certain that even the software developers who write these games have a fun time trying to come up with strategies in order to thwart the hacker community. For them, it is a fun intellectual exercise as well, especially when you are going up against people brighter than you are. So in this sense, it is a sort of chess game with slightly higher stakes on the line. And once a "hacker" has obtained all of this arcane knowledge... what are they supposed to do with that hard-won knowledge? (besides give themselves the best equipment in the game.)
  • For a well-written novel on this exact topic, check out Halting State [] by Charles Stross.
    • An interesting book, and I enjoy Stross's stuff in general, but the constant use of second person present tense got old pretty quickly for me. Hmm, Wikipedia says it was an homage to the Adventure games. I didn't think of it that way while I was reading it... I guess that makes me feel a little better about it.
  • Sometimes the quotes at the bottom of the page are so amazingly appropriate: "If only one could get that wonderful feeling of accomplishment without having to accomplish anything."
  • First they ban your account and then they fix if and when they get around to it.
  • by Kazymyr ( 190114 ) on Wednesday January 16, 2008 @01:18PM (#22068494) Journal
    I find security in MMORPGs to be as bad as you can possibly imagine. I get killed all the time, and there's never any police around to report the crime to. Don't get me started.
  • If you're interested in game security and RMT hacks, check out the Play No Evil [] blog by Steven Davis of Secure Play, which focuses almost exclusively on security in online games. As an example, yesterday he had a post about the real reason game companies care about gold farming - which is not ethics or impact on game play but payment fraud and chargebacks [].

    Also, the authors of Exploiting Online Games [] have a sample chapter available, and Usenix has a video of one of Gary McGraw's presentations [] on their web

  • The book (Score:2, Interesting)

    by Sir_Sri ( 199544 )
    I got a copy of their book as part of our multimedia research group. The first half is a reasonably approachable treatment of networked application type security issues, sure it's constantly making reference to games and gambling but in an era where most of our students in Comp Sci have played, or do play online games it makes for an understandable example. I would say we pulled a bunch of stuff out of that for our web apps course and some of it for our general software engineering courses. The latter ha
  • "Do the security features in Windows Vista -- such as limits on HD playback and signed drivers -- help in fighting cheaters?".

    I'm glad I'll be able to use my modded character over an HDMI cable, and I can install a 3rd party device without a signed driver to get around this.

    Who thinks up these questions?

"Yeah, but you're taking the universe out of context."