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Real Flaws in Virtual Worlds
Federico Biancuzzi, 2007-12-20

Massively multiplayer online role playing games (MMORPGs), such as World of Warcraft, have millions of subscribers interacting online, which makes security tricky business.

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Follow-up: the case of Guild Wars? 2007-12-20
Anonymous (1 replies)
Re: Follow-up: the case of Guild Wars? 2007-12-28
gem (1 replies)
Re: Follow-up: the case of Guild Wars? 2008-01-03
Trend (1 replies)
Hi,

Thanks for the reply. I already ordered a copy of the book. Interestingly, I'm playing GW and mentioned your work on a GW forum (www.guildwarsguru.com), and someone who met you once highlighted the quality of your work.

I think that GW could have had a chapter of its own, because it has such a nice architecture (world static data is on the client, while most of the interesting stuff is on the server) and the GWLP (GW Lan Project) reverse-engineered the communication protocol (with ArenaNet not complaining as long as the devs do not remove the check for valid account).

May be in a follow-up?
Cheers.

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Link to this comment: http://www.securityfocus.com/comments/columns/461/34854#34854
Real Flaws in Virtual Worlds 2008-01-17
Robert
Real Flaws in Virtual Worlds 2008-01-18
Queue (1 replies)







 

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