Second Life and Open Source
Posted Dec 15, 2006 20:49 UTC (Fri) by
mikov (subscriber, #33179)
Parent article:
Second Life and Open Source
Ironically, the true solution to their copying problems is "trusted
computing". The protocol should be encrypted and only "authorized"
machines, OS and clients can connect. No copying. No hacking. End of
problem.
Same solution works for multiplayer games. John Carmack has said: "The
problem is really only solvable by relying on the community to police
itself, because it is a fundamentally unwinnable technical battle to make
a completely cheat proof game of this type. Play with your
friends." (http://finger.planetquake.com/plan.asp?userid=johnc&i...).
Trusted computing solves this problem nicely ...
Linden Labs could even start selling hardware Second Life client boxes,
with a TPM. (Microsoft and Sony already are selling such "game client
boxes" with great success :-)
Note that I am not advocating this, just saying that it makes a lot of
sense from many points of view. We as a community must be extra careful to
prevent it.
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