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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)
Re: Re: Follow-up: the case of Guild Wars? 2008-01-03
gem
Honestly? Probably not. We picked WoW because of its market share (around 52%). Also, their architecture is more standard...and as you alluded to in your posting, a big problem from a security perspective. Keeping security-critical state data on the server is good. Kudos to GW for apparently doing so. Rumor has it that Eve Online is also slanted in the right direction when it comes to that problem too.

gem

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Link to this comment: http://www.securityfocus.com/comments/columns/461/34855#34855
Real Flaws in Virtual Worlds 2008-01-17
Robert
Real Flaws in Virtual Worlds 2008-01-18
Queue (1 replies)







 

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