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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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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 d...

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