Lineage III Source Code Stolen?
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."
How did NCSoft know about the leaks?
I don't think any company would publicize its interviews, and I doubt these former employees would sing about their code demonstration.
That means there might be a NCSoft mole inside the competitor.
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They lost over $1 billion because of the theft?
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?
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The code was copied, not stolen. Talk about alarmist press. Even if one of their direct competitors got the code, what good is it going to do them? Players of lineage will continue to play lineage (cuz lineage people are obsessed, I think). It's not like someone's gonna be able to plop the code on some server farm in a couple weeks and make a competing mmo.
Now Japan is copying Korean technology? Talk about turnabout...
This sounds like sour grapes because they got their team poached.
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.
They made about a billion dollars so far. So presumably they expect to make the same amount again from their existing codebase. That's about the only part that seems not entirely unreasonable.
Somehow, now that this code has been "stolen", they are unable to make another penny from it. Anything they would have made will go to the new possessor of the code.
From the other comments, I'm clearly not the only one who thinks this makes no sense. For this to be worth that much, the code, and the code alone would have to be the sole reason people were playing the game. Marketting made no difference, content made no difference, game design made no difference. People were only interested in the game engine. And now that another company has it, people are going to choose the other company in preference.
Sure, the code isn't worthless. Knowing how a successful project works can save a lot of time, but the competitive advantage this gives isn't going to be anywhere near the order of magnitude suggested. We're talkng tens of thousands of dollars. Not a billion!
Yes and no. Mostly I think you haven't thought about it much. There are a couple of problems I can see there right away:
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.
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Leaked source code hurts a company not because they no longer have a copy of the code, but because the thousands of man hours that went into writing have been partially wasted. The code now needs to be rewritten to protect it from potential hackers and cheaters who will have a much easier time now that they know the inner workings of the code (remember the hl2 source leak?) Not to mention a rival company has acquired for free all your hard work and could effectively release a game very similar to lineage iii (it'd probably have to be free to avoid legal action.. IANAL) and hurt your potential sales. But there are many other reasons as well, but it boils down to: theft of intellectual property is indeed a loss despite what whoever modded parent insightful thinks.
So please, mod parent funny.. but not insightful.
They protect their other product (Lineage II) with Themida and Gameguard, yet they let a little unauthorized third party program walk right through, as well as not drop the botfarmers of the server(who have ruined the economy despite what some minority may say otherwise)
I have no real sympathy for NCSoft in this case. Maybe if they dropped all the bots for good, stripped out the ineffective Gameguard / Themida, and supplanted the non-automated parts of L2Walker, they'd have a leg to stand on.
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