View Full Version : Datafile protection
moonpxi
11-24-2004, 07:34 AM
Given the hypotetical example of a game with many levels, where each level is described in a datafile, do you "protect" your datafile from the player's access and, if so, how?
I was thinking about using a XML format to describe my game "things". Since it is a text format, I was thinking about applying some sort of cryptography mechanism to protect it from curious users...
ggambett
11-24-2004, 07:45 AM
That's probably enough. Most casual gamers wouldn't even be able to edit the XML file, and that's assuming what a XML file is (people who grown up with Windows don't think in terms of files and directories - for them, the game is an icon).
To stop more dedicated people, simple encryption (XOR?) will do. The question is how much time are you willing to invest protecting your datafiles. A person determined enough will eventually defeat whatever you come up with, just as every piece of software can be cracked.
EpicBoy
11-24-2004, 07:45 AM
IMO, not worth it. I mean, what are you trying to prevent exactly? If someone hacks around in the data file and changes the level, does it matter? That's how most people got interested in games in the first place - tinkering around with other games and seeing what they could change. I got into level design, for example, because Doom/Doom2 allowed such easy (for the time) customization of their levels...
We have some historical data file 'obfuscators' that we use, but we are planning on not using them for a couple of reasons:
1) Encryted data does not compress very well. the better the encryption, the worse the compression. Especially if you have many levels, this can be the most important reason.
2) 3rd party editing tools will generally IMPROVE your games sales. People like the option to cheat/edit etc. & if they do really cool stuff, you can offer to include it in extensions or future versions. many modders will be happy to ee their work being praised by the developer in this way. Even if you don't (they distribute it free for example) this justs adds value to your game.
3) Crytographic export laws. Confusing, annoying, best avoided by not using any.
moonpxi
11-24-2004, 08:31 AM
Good points...
I know it would be truly impossible to completly protect my datafiles. I can only make the tinkering harder, which is not big deal.
On the other hand, thinkering may actually be desired, and in most cases I wouldn't mind about it.
Sillysoft
11-24-2004, 02:58 PM
The map format that my game uses is XML, and it ships without any 'protection'. Furthermore, I have fully documented the format on my website so that people can edit maps and make new ones. It has been a big plus for me.
vBulletin v3.6.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.