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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)
Real Flaws in Virtual Worlds 2008-01-17
Robert
Real Flaws in Virtual Worlds 2008-01-18
Queue (1 replies)
Re: Real Flaws in Virtual Worlds 2008-01-28
Trend
In essence, you're right. GW is not like WoW or other MMORPGs, though it can be seen as a hybrid. But this is not the point here, whether ORPG or MMORPG, its software architecture make it less prone to hacking in general. Though it's well known that there are bugs, but I wouldn't put them at the same level as bugs in WoW for example, because they're mainly "unexpected features" (the duping bug was a rare case that broke the rule "no item creation permitted so as to avoid exploits").

Code quality is a problem for all games, without exception. But putting the sensible code on the server side in a client-server architecture is a smart way to mitigate this problem, limiting exploits of vulnerabilities.

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