Lineage III Source Code Stolen? 61
Shack News and the Korean newspaper Chosun Ilbo are reporting that sourcecode for the MMOG Lineage III may have been stolen. As the third Massively Multiplayer game in a huge-selling South Korean series released by publisher NCSoft, over a billion dollars may be lost as a result of this theft. "The Seoul Metropolitan Police said Wednesday that seven former NCsoft employees are suspected of having sold the technology to a major Japanese game company. The seven left the Korean firm in February and allowed the Japanese company to review the software during a job interview. Police believe that the technology might have been copied during the demonstration."
Wow. (Score:5, Insightful)
It's gotta suck only having one copy of the code. Now they gotta write it again from scratch, or hope the other company gives it back. They should've made backups.
Wait, what?
Uh (Score:5, Insightful)
Re:The Departed (Score:4, Insightful)
A company I used to work for lost their customer data in a similar way. An employee quit and took the entire database with him. We noticed there was a problem when a large amount of the customers started telling us about a competitor trying to sell them their product. Well, my company looked into it, and a few subpoenas and a lawsuit later everything was fixed.
Re:Uh (Score:5, Insightful)
Can't we just agree to say "illegally copied" across the board?
Re:Uh (Score:5, Insightful)
This sounds ridiculous. It's unlikely to cost anybody anything except legal fees.
Re:Uh (Score:2, Insightful)
Why not? If it was sold to a "large" company as the article suggests, that's entirely possible. I have no idea what "Lineage" is, but at the very least, the competition now knows exactly how "Lineage" is written, and this company has lost any competitive edge that it may have had based on technology.
Something stinks about these accusations (Score:5, Insightful)
Now they're on a fishing expedition. Sorry but anyone who thinks you need to steal code to write an MMORG when you just poached a team that wrote one, or that the owner of code loase money because someone else sees it, OR that interviews are conducted by reviewing your previous employer's code, is a complete idiot.
The biggest component of an MMORPG is content and design, not actually the code. Sure there's server load ballancing and client pagine etc, but that is all tractible. Art (masses of it) and game design are king for MMORG, you don't need to steal code (and I am a programmer and have been a game programmer).
If someone showed up for an interview with code the last thing you'd do is hire them.
Re:Uh (Score:5, Insightful)
Yes and no (Score:4, Insightful)
1. Rampant cheating. Think WoW Glider on steroids. If you have the source code, you can write a client which looks to the server 100% like a player at the keyboard on the official client. Write a client which drives a whole group of player characters on a farming or ganking spree from a single machine. Which _will_ screw up the game, and drive people away. (Especially in a game where _all_ there is to do is farm and PvP.) That's money lost.
Or you could delay the game and invest in changing the whole protocol, so the old code doesn't even work with the server any more. Which again is money lost. Both extra development time, and time in which you're not collecting the monthly fees. A single month delay, if you had, say, 1 million players, is 10 to 15 million dollars lost in fees alone.
But even if you do, someone saw all your weak points. Yes, most games do rely on security through obscurity, because noone has the funds, computing power and bandwidth, to do everything on the server securely. There's invariably a lot of functionality in the client, and you basically keep your fingers crossed. Maybe you code some "tripwires" on the server to detect if someone did something awfully wrong, but (A) it's still keeping your fingers crossed that noone will do something that you haven't checked, and (B) more importantly, whoever saw the code now also knows exactly what to avoid.
Basically, it's pretty much _the_ cheating nightmare scenario.
2. Whoever has that code will have a trivial job of making some "emulated" servers and stealing your subscribers that way. It's one thing to have a shabby half-way there alternative server available after a year, it's entirely another thing to maybe have a 100% perfect alternative right at the start.
And yes, that _is_ money lost, and not just profits lost. Most MMOs have far more content than a single-player RPG. (Even Oblivion is a spit in the bucket compared to the sheer size of WoW.) For most, basically the boxed copy is subsidized, and they're betting you'll stay there for more than 2-3 months to break even and start making a profit. That already doesn't leave you with that much pure profit, since the average player stays about 6 months on a MMO. If half your player base buys the boxed copy and buggers off to play on someone else's servers, you'll feel it. If you also over-estimated a little what population you'll get (and hence, how much can you spend on development), it can turn a moderately survivable game into a flop right there and then.
Yes, we all can look at WoW and see one big money printing license. They actually underestimated how many players they'll get. Most MMOs aren't WoW, though. Flops are more common than successes. Even big names like EQ2 or TSO have managed to get only a fraction of the player base they counted on. They may not have seen the plug pulled outright, but then again, others did. It doesn't take much of a shove to topple a game which already missed the mark.
Why is Parent Insightful? (Score:2, Insightful)
So please, mod parent funny.. but not insightful.
Re:Why is Parent Insightful? (Score:3, Insightful)
However, if they need to rewrite the source code when someone malicious has seen it... well then it already needed to be rewritten, because all it had was "security through obscurity".
Re:Uh (Score:2, Insightful)
Re:Uh (Score:2, Insightful)