Interoperability for games is fundamentally flawed reasoning
Posted Aug 25, 2005 7:54 UTC (Thu) by FlorianMueller
In reply to: Interoperability for games is fundamentally flawed reasoning
Parent article: On the defense of piracy enablers
QUOTE: again you completely failed to address some very valid arguments.
The question is whether the impossibility of answering to each and every detail in scientific completeness and accuracy, in an Internet forum, can be equated to any "failure".
QUOTE: has several very good reasons why using the bnetd server is technically better than any of your alternatives
The courts weren't convinced of that bnetd claim of technical superiority.
Even if bnetd were superior in some way, then it's only superior because someone builds on the game itself, which in terms of the skill level and investment of resources (that are required to develop it) is a hugely greater challenge than hacking a rather simple protocol.
I've made my point in other postings: Interfering with a proprietary client-server architecture (unlike one based on open standards) is basically the same as modifying the code of a single executable, given how software has evolved from single executables over executables with DLLs to client-server, Internet-based and cluster architectures.
QUOTE: But he has a license key.
The question is not whether he has it, but whether it's ascertained that he has it. You can't abolish U.S. border controls because some or most of those who enter the country do have a valid passport and/or visa.
to post comments)