View Full Version : Can You Enforce Ownership Rules In Multiplayer?
Davaris
11-06-2006, 07:04 PM
I was thinking of making a game where the players get the base content free and buy additional for it if they want it. What I'd like to do is make a multiplayer game where the players can see the content that all of the other players have rights to use, but can only control the content that they own.
I thought of shipping all of the content in one package and selling an unlock key, but I figured this system would be cracked and if I made a lot of products for it, it would soon become difficult to distribute. Then I thought if I made a 2D game and the images of the player controlled entities were small enough, it might be possible to send the image data when the games link up. But then you still have the problem of players keeping the data when the game ends.
So I thought I'd ask you guys for advice? Can this be done? If so would be the best method to use?
impossible
11-06-2006, 07:45 PM
So I thought I'd ask you guys for advice? Can this be done? If so would be the best method to use?
This seems like it will only work if you're making a massively multiplayer game and run all the servers yourself. In a peer to peer game, it will be cracked easily. In a clien server game, its still hard to enforce. Assuming all items are stored on your own master server, there's nothing stopping certain servers from unlocking items that player's haven't paid for. This could work nicely if you're running a turnbased web game, bandwidth and server costs would be low and you can control player's accounts. Otherwise it won't be easy to do as an indie with a low budget.
Davaris
11-06-2006, 08:46 PM
Hmmm... Ideally I'd want them to be able to download a file with the graphics and data in it, so they'd feel they were getting something concrete for their money.
soniCron
11-06-2006, 08:59 PM
I assume they have to use the content in the game? And they can only use it while playing multiplayer? Connected to your server? Then you may not ultimately be in control of what hat or shirt the player wears on their own computer, but you can certainly control what hat (or shirt) they wear on everyone else's.
However, if you're worried about them "stealing," content to customize their own character (or whatever,) you need to be more worried about them cheating other people. This is a far more serious issue that will affect the enjoyment of your players at large. If you can't nail this down, then stealing virtual content is the least of your problems. :o
Sillysoft
11-06-2006, 10:28 PM
One approach some multi-player games take is with respect to map/levels, with a few being free for all and the majority being only for paid users. This is pretty much the approach that my game Lux Delux uses (although it is technically possible for unregs to join a paid level and save it, but unlikely). Unregs can see all the levels in Lux's plugin manager, but they can only download them if they register.
Davaris
11-07-2006, 03:05 AM
Can anyone suggest some open source or commercial code that covers this type of game? I don't want to reinvent the wheel unless it's necessary.
EDIT:
On the other hand I could use e-book copy protection technology.
Surrealix
11-07-2006, 03:21 PM
I was thinking of making a game where the players get the base content free and buy additional for it if they want it. What I'd like to do is make a multiplayer game where the players can see the content that all of the other players have rights to use, but can only control the content that they own.
So I thought I'd ask you guys for advice? Can this be done? If so would be the best method to use?
I'm writing a multiplayer game (2D deathmatch type), and leaning towards this type of method for free/registered versions.
I figure that, given there's probably only going to be a small user base, people who have registered still have to be able to play with those who haven't (so people who register can't have better weapons, upgrades etc). I'm aiming for registered users to be able to customise their appearance, have the ability to host custom/extra maps (say for LAN play with friends), and have access to the map making tools. I'll probably put some sort of
I plan on running some sort of master server for internet games, which will allow me to control this sort of content segregation for online play, but really just have to take it on faith that LAN players aren't running cracked versions - which is pretty much what downloadable games have to do anyway. Doing something like this would probably be your best bet.
My biggest worry is coming up with the sort of incentives people would want to pay for, yet won't overly advantage them against unregistered players.
Davaris
11-07-2006, 06:00 PM
Could you auto insert an ID code into the content that is matched with the copy protection ID in the game's executable? The idea is it can be used by the owner if it matches his game's ID (however it can be seen by the opponent but not used).
I don't think you'd need to go too far with security unless your game became hugely popular though.
My biggest worry is coming up with the sort of incentives people would want to pay for, yet won't overly advantage them against unregistered players.
Perhaps you could have
1) A basic area for newbies to fight each other in.
2) A neutral area where they can talk to the old hands.
3) You could also give them access to the full area, but they'll get killed pretty quick without the paid upgrades.
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