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Gaming Companies Remove Analytics App After Massive User Outcry (bleepingcomputer.com)

An anonymous reader writes: "Several gaming companies have announced plans to remove support for an analytics app they have bundled with their games," reports Bleeping Computer. "The decision to remove the app came after several Reddit and Steam users noticed that many game publishers have recently embedded a controversial analytics SDK (software development kit) part of recent updates to their games. The program bundled with all these games, and at the heart of all the recent controversy, is RedShell, an analytics package provided by Innervate, Inc., to game publishers."

The app is intended to collect information about the source of new game installs, and details about the gamer. Following a massive user outcry in the past two weeks, several game makers have given in to pressure and are removing this SDK. Game makers and games who announced they were removing RedShell include Bethesda (Elder Scrolls), All Total War games, Warhammer games, Magic the Gathering Arena, and more. [This Google Docs spreadsheet and Reddit thread have a list of games containing RedShell.]

108 of 232 comments (clear)

  1. Not exactly new by Anonymous Coward · · Score: 1, Interesting

    Lots of shitty devs have been sending usage data back for years.

    Even Volition, which is otherwise a pretty cool dev, have openly admitted tracking stuff that happens in SINGLE PLAYER games, boasting about kill counts and miles driven in Saints Row games.

    This is why I've never connected my xbox to the internet, and always turn my wifi off when playing games.

    Fuck any developer who sends data from my computer to their servers without my consent.

    Volition recently had to fire 100 employees because their last game tanked: good. I hope they go out of business.

    1. Re: Not exactly new by Order_66 · · Score: 1

      If they want to know what people like about the game they just need to ask or visit their forums, not spy on the players.

    2. Re: Not exactly new by Anonymous Coward · · Score: 2, Funny

      But they're more interested in what people don't like about their game and, as we all know, people are reluctant to make negative comments on the internet.

    3. Re:Not exactly new by Cederic · · Score: 2

      More accurately, it's not informed and active consent as now required legally in the EU.

      Which is nice, as it makes it easier to prove it's invalid.

    4. Re:Not exactly new by Spamalope · · Score: 1

      They should have collected in-game analytics to determine what in-game weapons/items and in-game gameplay options players liked and used that info to make more appealing games. Kill counts and miles is insufficient.

      The use that info to put the popular options behind a micro-payment/extra cost DLC. Game play improvements are insufficient when you haven't fully monetized the 'customer'.

      There, I fixed that for you.

    5. Re:Not exactly new by tepples · · Score: 1

      Nor can provision of service be conditional on consent as defined in GDPR. Thus controllers have started to drop a "consent" interpretation of terms of use in favor of a "contract" interpretation.

  2. Unity Analytics by Anonymous Coward · · Score: 2, Informative

    Not RedShell, but the Unity engine also offers integrated analytics:

    https://unity.com/solutions/analytics

    1. Re:Unity Analytics by lordlod · · Score: 4, Insightful

      The Unity analytics track your progress through the game. How long you play for, where you get stuck, and for relevant games, when you decide to pay to progress.

      Redshell spies on your web browser. That's a different game.

  3. Mobile by pchasco · · Score: 2

    Try to find a mobile game that isnâ(TM)t using Game Analytics SDK or the like. It wonâ(TM)t be as easy as you think.

    1. Re:Mobile by Dutch+Gun · · Score: 5, Interesting

      As a game developer myself, gameplay-related analytics are incredibly valuable. That is, metrics that tell game designers about how the player progressed through the game in various ways. I'm currently writing my own system that measures this data in pre-release versions of the game. Done correctly, this only identifies the users as an opaque and anonymous GUID, and doesn't store any personally identifiable information. That is, it has nothing to do with marketable information, but is just used to help improve the game during development.

      But seriously, to hell with all these companies that think they have a right to slurp up all your personal information, just because. I think a lot of them seem to believe it doesn't hurt the user, so why not try to earn a few extra bucks via some hidden API. But every time something like this happens, it erodes the trust of users. It's just not worth it.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re: Mobile by Dutch+Gun · · Score: 3, Informative

      Then you install and run that shit during testing. There's no good enough reason to let automated collection of exploitable information continue outside the explicit control of a development environment. "Just trust us, this information won't be misused" is bullshit you'd do well to leave behind.

      Yes, that's why I said it would only be used in pre-release version of the game - meaning copies of the game that are distributed only for testing purposes. At least read the post in full before you rant at me.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    3. Re:Mobile by Dutch+Gun · · Score: 5, Insightful

      Analytics might be valuable to YOU. A developer. But that doesn't make it okay. If you are are gathering data server-side for a multiplayer game that's one thing. But if you are gathering ANY data AT ALL from user's PCs, that represents an unacceptable risk to end users for no benefit to them. It's customer-hostile. You've only been getting away with it because people don't know you are doing it. Don't do it.

      I haven't done anything yet, because my game isn't in beta yet. Beta testers will be informed that I'm collecting information about their gameplay sessions, because this is more reliable than having them try to remember and describe their experiences. Of course, that feedback will be welcome too.

      Just to be 100% clear, I'm talking about in-game metrics. That is "how often does the player die". "Which weapons do they prefer to use?" "Are they getting stuck anywhere?" And so on. Not personal information about anything on their computer system. This is 100% for gameplay tuning, and is ONLY for beta copies of the game, which are released in order to help polish the game before release.

      See, this is why I'm pissed at game companies that are poisoning the well for developers like me. I can't even discuss the matter without getting modded as a troll.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    4. Re: Mobile by Anonymous Coward · · Score: 2, Insightful

      There's no good enough reason to let automated collection of exploitable information continue outside the explicit control of a development environment.

      Sure there is. e.g.: Heat maps of player deaths. Heat maps don't need to know who died, there's no need to collect personally identifiable information that could be exploited.

      As a developer you'd want to know if a particular part of your game is too hard and kills the majority of players trying to get past it. It allows you to retune that part of the game to make it fun instead of gruelling, improving the likelihood that players will have positive comments about your game to help garner new sales.

    5. Re:Mobile by Darinbob · · Score: 1

      Mobile games tend to be free and rely on ads. So it's expected there. But for a $60 game the developer really shouldn't be trying to squeeze a few more pennies out of you.

    6. Re:Mobile by AHuxley · · Score: 1

      How good can a beta game communicate about its conditions in a modern OS? Windows 10? Linux? Mac?
      CPU heat? GPU heat? CPU/GPU throttling? Networking speeds? RAM amount/use by OS/game? Age of motherboard?
      What is the most interesting part to making a new game work well for most users?
      Did the beta stats show some really interesting ways a new OS like Windows 10 got used with an old CPU, new GPU? New CPU and new GPU? Ram amounts? 16 gb? 32 gb? 8 gb?
      Does code created have to really take a lot of unexpected conditions into account?
      Ty.

      --
      Domestic spying is now "Benign Information Gathering"
    7. Re: Mobile by mmdurrant · · Score: 1

      First paragraph, third sentence. Read again.

      --
      I see my shadow changing, stretching up and over me...
    8. Re:Mobile by Dutch+Gun · · Score: 4, Informative

      I don't really care about any of that sort of hardware profiling. If I want to look at general hardware tends, I just look up the Steam Hardware Survey.

      Rather I'm talking about recording and analyzing data-points about the gameplay itself. For instance, I log every significant event as the player goes through the game. The player's location in the world over time, enemies killed, times died, when they switched weapons out, and so on.

      The point of all that is to help me to balance the game better. For instance, if I see a huge spike of deaths at the third boss in the game, I know that maybe it's a bit too difficult, and should be toned down a bit, or perhaps I need to telegraph hints about how to beat it more clearly.

      And again, this is only really useful in beta versions, while I can still make adjustments to the game's balance before the game's final release.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    9. Re:Mobile by Anonymous Coward · · Score: 1

      Tracking what a player does IN GAME should be done IN GAME by native first-party routines pushing data to a logging server (you want that data anyway to validate in game rewards, drops, etc. so you know hackers aren't injecting bogus data into memory), not with some shady process that executes from the fucking Windows directory and pretends to be a Windows process.

    10. Re:Mobile by phantomfive · · Score: 1

      I had my 2D Second Life clone out of Alpha within two weeks, and out of Beta within a month. What the fuck are you doing, still writing the invasive telemetry shit when you could've already figured out the starting code for the actual goddamned game?

      There's the difference, he's not writing a clone, he's making something new.

      --
      "First they came for the slanderers and i said nothing."
    11. Re:Mobile by Xest · · Score: 5, Insightful

      I think you're perhaps missing the crux of why this sort of thing annoys people. The issue is not that what you say is wrong, I absolutely agree that such analytics are useful regardless of whether it's a game or any other piece of software, and you're right they can be anonymised (though this is all too often reversible, but that's a different subject for a different day) .

      The problem is that each and every time an application sends data from your system it's punching a hole out of your firewall to the wider net, and with so many applications doing this now it makes it hard for people to assure security - so whilst you say it's just anonymised data being sent out, anyone observing network traffic from their systems will see your application leaking data out to the internet even if it may only be a single player game for which there should be no reason to do this.

      My personal preference therefore is if you are going to do things like this, is that you make it optional and turn it off by default. Too much software nowadays connects to the net for the benefit of the company and without the consumer's consent, and it makes it all too easy for Malware authors to mask data extraction from systems. There was a time where you would know exactly what was coming and going from your PC, and I get that that time is gone, but that doesn't mean that it's okay to keep making the problem worse.

      So whilst you perceive it to be useful analytics (because it really is), the user perceives it to see you using their resources that they've paid for to to help your business at their expense by siphoning off data without them knowing.

      My view: good software is clean software, it does nothing without your knowledge, installs no 3rd party components that do anything other than the bare minimum to let your piece of software run, and does not try to meddle with your system at an OS level. That means no DRM, no analytics, no forced registering an online account (unless it's part of online play in a game for example), no installing anything other than in it's own installation directory. If your software does anything more than that then it's right that users are going to be suspicious.

      This is a classic case of "The road to hell is paved with good intentions". I get from your point of view that what you're doing you perceive to be harmless, but that's because you're writing it, you get to see the source code, and know what's collected. All the user sees is encrypted data being siphoned off their hard drive and being sent to an unknown server on the internet from a compiled, potentially obfuscated binary whose operations are protected by DRM that blocks any attempts to evaluate the applications operation at runtime.

      You see how that might piss a user off even if it's harmless?

    12. Re:Mobile by tlhIngan · · Score: 2

      "As a game developer myself, gameplay-related analytics are incredibly valuable. That is, metrics that tell game designers about how the player progressed through the game in various ways."

      In other words, you're too poor to hire a proper QA testing team from the get-go, and thus you need to rely upon the suckered general public to figure out shit that you should've figured out before you put the fucking game out for public consumption.

      I'm not touching a damned thing you produce.

      Well, QA lies. And if you're a small developer, your QA team consists of those you can recruit for the beta test, who generally end up being a self-selected group of people.

      Sure, you may know how to kill the third boss - you coded it, but to everyone else, knowing you need to hit that blinking yellow dot may not be as obvious. Short of putting up giant signs saying "hit the blinking yellow dot", that is.

      And since your group is generally self-selected, they may know a lot about the game already - perhaps they are well versed in your previous games and know you have a certain style, something newcomers might not catch onto. Thus what is obvious to everyone in your group, is completely unnatural and unexpected to the general public.

      We've seen it all before - Apple or Microsoft release a product after extensive public beta tests, only to have some stupidly glaring bug that makes you wonder "didn't anyone actually TRY this?!". And usually, the answer is no - because no one in the group would consider actually doing it (it's so stupidly obvious to them it's the wrong thing to do, so why do it? Or perhaps, no one has a set up configured in that way, even if say, its what 50% of people use).

      Everyone does analytics. Every FPS in the world has heatmaps that show where people get killed the most (sometimes they get published), or where people spend their time in a map (if a map is supposed to encourage movement around the map and avoid camping, knowing that people have found camping spots can be helpful in updates).

      And finally, sometimes things just happen unexpectedly - a bug in the game, a bug in the map, and you find people have taken unexpected routes and strategies through the world. This can be important to see - perhaps you want to encourage this behavior in a sequel to the game, or maybe it's an emergent behaviour you need to stamp out as it buggers up the map dynamics, balance or general fun. You may only find it out long after the game is released and people have gotten to become experts and turned a formerly challenging level into a cakewalk because they exploit several errors in the map that individually didn't seem to do much.

      And finally, it helps weed out imbalances - you may have a level that's completely balanced on paper, but experts down the road figure out if you do A, then B, then C, then D, your balance suddenly gets thrown way out of wack. People get very clever at figuring these things out.

      Unless you were tracking the metrics and analytics, you'd never discover this, or worse, may not discover it in time to fix things and now the gaming public just says to avoid some aspect of your game because it's horrendously bugged.

    13. Re:Mobile by thegarbz · · Score: 1

      represents an unacceptable risk to end users for no benefit to them.

      Ladies and gentlemen I present the person who complains that companies no longer listen to users.

      It's customer-hostile.

      Get a grip.

    14. Re:Mobile by Xest · · Score: 2

      What absolute nonsense, the default state of just about every consumer router is to block all unsolicited incoming communications, and allow outgoing connections (sometimes using UPnP) such that the response are not blocked based on stateful packet inspection.

      This is sufficient and a huge step up for most classic attacks that are initiated from afar with no user interaction whatsoever such as those that plagued the internet through the 90s and early 00s. What it doesn't stop however are user initiated attacks where someone installs some malware, or runs a vulnerable piece of software such as an outdated browser that is exploited by a site they visit. In this case data extraction is indeed allowed. We could therefore do as you suggest and mandate that everyone that uses the internet has to be an expert in configuring their firewall so that they can explicitly choose what they communicate out to, or, we could just ask that companies stop exfiltrating data without permission, or without making it clear to the user ahead of installation that their software does that. One of those things is likely to fly with the general public, the other isn't, because some people actually want to get things done without spending their whole life configuring their firewall to only unblock certain ports, and whitelist certain sites as an when they need them. Your suggestion is the car analogy equivalent of only driving at 3mph in a car just to make sure you're at basically no risk of dying if you manage to crash rather than getting companies to make sure their cars are as safe as possible under typical usage in the first place.

      So why would you try and "educate" someone on a topic you clearly know nothing about if you don't even understand that a firewall can still block unsolicited incoming connections (which are far and away the most threatening) even if it doesn't block outgoing connections, especially when that's the single most common configuration in the world? Normally people at least have a basic understanding of a topic before trying to act as an authority on it.

    15. Re:Mobile by SuiteSisterMary · · Score: 1

      How is QA going to tell you that most players are ignoring the Engineer class because it's not as fun to play as the Soldier class? How is QA going to tell you how many people choose to sacrifice person A versus person B in the exciting conclusion to the second act? How is QA going to tell you that new players are quitting in droves for the tutorial about the cover mechanics?

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    16. Re:Mobile by Da+w00t · · Score: 1

      I'm pretty sure Valve has gameplay-related analytics for their games, e.g. "What part of the map did the player die in the most often" to show poor level design in play-testing, not sure if it made it into the release game or not. That's one kind of analytics that I'm fully in support of. None of this "you have IDA pro running, you can't play video games" crap.

      Here's an article: https://www.pentadact.com/2007...

      --

      da w00t. mtfnpy?
    17. Re:Mobile by drinkypoo · · Score: 1

      Ingress filtering is really not sufficient. It does nothing to stop malware phoning home. Once the user has become infected, they are screwed. But for some infections, cutting them off from C&C renders them harmless. Why would you not want to do that?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    18. Re:Mobile by thegarbz · · Score: 1

      What absolute nonsense, the default state of just about every consumer router is to block all unsolicited incoming communications

      You could have saved a lot of typing if you only realised no one is talking about incoming connections.

    19. Re:Mobile by Xest · · Score: 3, Interesting

      It's not that I don't hear what you're saying, it's that I'm not sure how we make it a practical reality.

      This is a classic scenario of if you leave the door unlocked does that make it okay to rob someone? Sure it means the home owner is asking for it, but it doesn't make the act of theft in itself legal or something that's acceptable. We should still act against people committing theft regardless.

      So what you're effectively arguing is that rather than dealing with people acting illegaly, or at least in an anti-consumer manner, that it's upto every single internet user to become a technical expert in configuring and managing their firewall such that they explicitly whitelist every bit of outbound comms no? Even if we make that easy with a simple Allow/Deny dialog, then surely you realise companies will just exploit it with confusing names like "Important Windows System Analytics needs to access the internet." right?

      That's really my point here - that yes, we need to get users back in control of their systems, but how do we do that in a practical way? and whilst we're trying to do that, I don't think that means that we shouldn't try and make vendors themselves more responsible.

      At the end of the day a router blocking unsolicited inbound comms is still a firewall and people moving to this kind of firewall as standard was one of the single most important improvements in internet security in the history of the internet. The days of people being directly exploitable as is the case now were far worse, and even here we at least have anti-malware software to try and block the circumstances you describe. The biggest problem with it is the combined refusal of anti-malware vendors to treat analytics and/or spyware from "respectable" companies as malware which is really the problem here - if Redshell was reasonably flagged up as malware by anti-malware vendors because it's at least as intrusive as some of the things that real actual flagged malware like various tracking cookies that do get flagged track, we wouldn't even need to have this discussion as games developers wouldn't use it due to their software being permanently flagged as malware when a user attempts to install it.

      If you do have a practical proposal that involves your average joe being both able and willing to whitelist or block all outbound comms I'd genuinely be interested to hear it, but otherwise the best we've got is to call out companies doing bad things with software and to pressure them to change.

    20. Re:Mobile by Scarred+Intellect · · Score: 1

      I feel for you. Unfortunately, I think most people who read your post are going to see "analytics are incredibly valuable. Metrics tell about the player. This identifies the users and stores personally identifiable information"

      You might find the following article interesting: Fractured Space - Analysing our Free Weekend

    21. Re:Mobile by Xest · · Score: 1

      Perhaps if instead of lashing out like a child with attention deficit you articulated yourself with something less stupid in future you wouldn't have this problem. Instead we're stuck with your quote which inherently implies you think a firewall isn't a firewall if it allows outbound connections even if it denies unsolicited inbound connections:

      "If your "firewall" lets applications punch holes out then you don't have a firewall."

    22. Re:Mobile by Xest · · Score: 1

      Do I need to phone your mother to fetch you your Ritalin?

    23. Re:Mobile by WaffleMonster · · Score: 1

      You could have saved a lot of typing if you only realised no one is talking about incoming connections.

      Whoooooooooosssshhhhh

    24. Re:Mobile by Khyber · · Score: 1

      XP doesn't. :) And it still runs every game I care to play (or for that matter, develop.)

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    25. Re:Mobile by Khyber · · Score: 2

      "How is QA going to tell you that most players are ignoring the Engineer class because it's not as fun to play as the Soldier class?"

      Ever work in QA? Here, let me show you how it works; It's called a written report. You play the game, then you write down your fucking issues and submit them.

      What world requires spy software to do that?

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    26. Re:Mobile by Khyber · · Score: 1

      I read everything. I sense lies of omission. It's pretty much nailed by history, telemetry means hidden shit happening behind the scenes that you don't want.

      But you feel free to defend someone who is literally spying on you when there's no fucking reason to. A written report during playthrough testing - like done in almost any other fucking game development studio - would work just fine.

      Oh, and then knowing how small dev shops tend to operate, I doubt that code would get properly excised, and it would find itself in the commercial version of the game, still fucking active and spying on people.

      I kicked EA's ass in court over very similar shit. I've done this court fight. Meanwhile, you sit around, ignorant as shit to reality. Typical 7-digit UID holder.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    27. Re: Mobile by tepples · · Score: 1

      It is intractable for the developer of a game for GNU/Linux, Windows, or Android to test the game for compatibility with every combination of PC or Android device components. Or would you prefer that most games be console-only?

    28. Re:Mobile by thegarbz · · Score: 1

      Please do, it'll be more productive than the nonsense you think you were adding to this discussion.

    29. Re:Mobile by tepples · · Score: 1

      Where does a small self-funded studio get the money for comprehensive QA on its first two games?

    30. Re:Mobile by jeff4747 · · Score: 1

      Ever work in QA? Here, let me show you how it works; It's called a written report. You play the game, then you write down your fucking issues and submit them.

      Ever work in QA? Did you notice that the people who work in QA are not representative of all players?

      QA's assessment of what is "fun to play" does not necessarily correlate with the public at large. Also, having to play the same game hundreds of times through it's alpha and then beta stages means their opinion of what is "fun" in the game is going to be out-of-whack compared to someone who just picked it up.

    31. Re:Mobile by CrashNBrn · · Score: 1

      Sounds like the kind of data that would be needed in a game save file to maintain the world state.

    32. Re: Mobile by pchasco · · Score: 1

      Not sure if it makes a difference to your opinion on the matter, but many of these telemetrics SDKs just use HTTPS to phone home. That being said, any hacker one leave above script kiddie level would look at the destination and with some digging, determine what service is being used. But unless they can somehow decrypt your HTTPS traffic, youâ(TM)re probably OK. If they can decrypt it, youâ(TM)re basically already screwed anyway...

    33. Re:Mobile by tepples · · Score: 1

      Do you not know how public Beta tests work?

      Correct, I do not know the financial norms of a public beta test. Is it acceptable to charge beta testers? If a public beta is instead required to be without charge, what prevents everybody from participating in public beta as a substitute for purchasing the release?

    34. Re:Mobile by Dutch+Gun · · Score: 1

      I completely hear you, and am not going to argue against your points, because I actually agree with all of them. But you're either missing or misunderstanding something fairly important: my retail game will have no telemetry.

      The telemetry-gathering I'm describing is only for the beta version (the TEST version) of the game for which users will obviously pay nothing, and will have a big warning notice telling people that this version game will automatically send me feedback about their gameplay experience. It will also have a few built-in questionnaires ("rate how much fun you're having 1-5", etc) to find out things which automated metrics can't really help with, and allow them to add additional notes to me, so it's not like I'm trying to be sneaky about this. There are NO weird tricks going on, external or 3rd party DLLs, DRM, or anything like that.

      I hope I'm being clear about what I'm doing here. Like I said, I think the term "telemetry" has just become so poisoned that I can't even use the word without people experiencing a visceral gut reaction, worrying that I'm doing something sneaky or evil. My game is going to be straightforward buy-and-play at a reasonable price, no DRM, no DLC, cross-platform... all the things many gamers say they want. I'm a gamer too, of course. It makes me a bit sad to think that I get lumped into the "evil" category of game developers simply because I'm using a tool to help me refine the game during the testing phase.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    35. Re:Mobile by Dutch+Gun · · Score: 1

      That's a great analogy. You could certainly think of the in-game telemetry as basically a save game, but recorded over time with game time and player position associated with each event as it occurs. It's not exactly the same data as a save game, of course, because there's a bunch of internal state I don't care about and don't bother to record, but the principle is the same.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    36. Re:Mobile by tepples · · Score: 1

      Then you end up never getting to play a game because it never got the funding to be developed in the first place.

    37. Re:Mobile by jeff4747 · · Score: 1

      Then why are all of the best games made back in times when companies didn't spy on their customers?

      Because you're getting old, and nostalgia is beginning to color your memories.

    38. Re:Mobile by tepples · · Score: 1

      There are plenty of games out there that ARE getting made by responsible game developers. We'll just play one of those instead of the half-assed pile of shit that would doubtless require endless patches
      [...]
      Customers don't pay you so that you can make something. They pay you so that they can get a product.

      It appears you're defining "a product" as something that requires no service after the sale, even across a huge variety of end users' PCs. How do "responsible game developers" find the money to cause "a product" to come into existence in the first place?

  4. Redshell by Anonymous Coward · · Score: 1

    In case you didn't want to RTFA.

    Be aware that Unity, a popular game engine, bakes analytics into the game at compile time.

    1. Re:Redshell by jeff4747 · · Score: 1

      Unity's analytics are about what you do in the game. Such as where you walk, where you die, where you kill stuff, what weapons you're using and so on.

      Redshell's analytics record what else is installed on your system as well other information about you, personally.

      They're really not equivalent.

    2. Re:Redshell by pots · · Score: 1

      Thank you, I try to call attention to this whenever I can. You can not make a Unity game which does not spy on your players.

      Frankly, this outcry over RedShell is probably not going to do anything. It's too specific, limiting itself to this one implementation of spying instead of calling out spying in general.

    3. Re:Redshell by jeff4747 · · Score: 1

      Both are exploiting the paying customer into doing free labour and taking their data without compensation

      The compensation is a better game for a lower price. Unity's metrics let the developers balance and tweak the game. No analytics, and that doesn't happen nearly as much or as well.

      Also, you agreed to do it when you bought the game. You do read through EULAs, don't you?

  5. Only for now. by Gravis+Zero · · Score: 1

    They'll just do this again when people aren't paying attention. Maybe next time they'll hide it well enough that it won't be discovered.

    --
    Anons need not reply. Questions end with a question mark.
  6. HDHomeRun calls home by Anonymous Coward · · Score: 1

    HDHomeRun calls home every 10 minutes uploading a complete list of available channels and device information including internal IP address of HDHomeRun devices.

    All data is unencrypted and transmitted entirely in the clear.

    HDHomeRun operates an API ipv4-api.hdhomerun.com that is not in any way encrypted, secured or CSRF protected. It can be called by any website to fingerprint owners of HDHomeRun devices on their network.

    Attempting to block HDHomeRun from calling home by blackholing DNS entries results in HDHomeRun switching to Google DNS server 8.8.8.8 BYPASSING the ACCESS CONTROL users have put in place. It is necessary to also block access to 8.8.8.8 to stop the behavior in its entirety.

    A simple call to http://ipv4-api.hdhomerun.com/... by anything on your network.

    Provides a JSON formatted list of HDHomeRun devices on your network. The call includes unique device ID and internal URLs that again with no CSRF protection of any kind can be trivially leveraged by malicious websites to get additional information including device AUTHORIZATION CODE, set internal parameters, gather current shows being watched and transmit verbs stored persistently and which modify device behavior all without any protection or authentication of any kind whatsoever.

    There was no clickwrap agreement of any kind or any indication that HDHomeRun would be calling home and doing so in such a ridiculously insecure manner.

    If you own an HDHomeRun device for your own security and privacy please take the following steps immediately:

    Blackhole DNS access to ipv4-api.hdhomerun.com
    Block access to Google public DNS servers @ 8.8.8.8

    1. Re:HDHomeRun calls home by jtara · · Score: 1

      CSRF is irrelevant for IOT devices and native apps, and cUrl, etc. They are not browsers, and it's the popular consumer browsers that enforce CSRF. CSRF is a crock.

      We can't guess whether you are referring to: the HDHomeRun devices, their mobile native apps, or their browser interface, because you didn't say.

      But, yea, nobody should be using http: any more and end-running DNS black holes is uncool.

      If you have proof, and it's like this on iOS, let Apple know. Google don't care.

    2. Re:HDHomeRun calls home by Anonymous Coward · · Score: 1

      My understanding from reading the post is that it's probably the devices phoning home every ten minutes. That information is uploaded to SiliconDust servers, which then provide the information in JSON format when visiting that URL. If you visit that page from your IP, then you get a list of information about all SiliconDust devices behind your NAT. This obviously is a concern given that it provides internal network information and a unique device ID that can fingerprint users.

      I have an HDHomerun Prime device on my network. Obviously this is concerning to me. However, a visit to that page simply returns null, suggesting that no information has been uploaded from my device. I believe that's because my device is running an old version of the firmware (20150604) and that functionality was added later on. Per the firmware changelog, it suggests that this was added in the 20161107/20161107b firmware, stating "Legacy models: Add support for DeviceAuth and discover.json APIs required for live TV in the latest HDHomeRun VIEW apps."

      The idea is, of course, that apps can load that URL from behind a NAT and obtain information from SiliconDust's servers about all devices on the local network. It seems like an attempt to simplify the discovery of HDHomerun devices on a local network, and I think it's probably well-intentioned and extremely poorly designed. I don't think this is malicious, but just incompetent. It also seems like that functionality is required for newer SiliconDust applications, suggesting that it's not possible to simply provide the IP address of the device and view live TV. That is, indeed, disappointing.

      While the devices are, indeed, phoning home, I don't believe it's for the primary purpose of providing telemetry or tracking information to SiliconDust. I think it's just a very poorly implemented way of implementing device discovery. If I choose to upgrade my firmware, it appears I'll be forced to opt in to this unsecured device discovery system or implement filtering that I shouldn't need to do.

      Just as annoying to me is that my cable company (Charter, formerly Time Warner Cable) sets the CCI flag for virtually all channels to copy once. That includes a couple of local channels, which I believe violates FCC rules. The cable company claimed they don't implement any copy protection when I called them up, yet they definitely set the CCI flag. The copy-protected channels are only viewable and recordable with Windows Media Center, requiring versions of Windows that Microsoft is trying to force users to switch away from. For a Linux/macOS user like myself, I don't really have any way to view those channels. The cable company isn't forthcoming about their policy, meaning it's easy for users to buy a device and be blindsided by not being able to view most of their channels.

    3. Re:HDHomeRun calls home by Anonymous Coward · · Score: 1

      My understanding from reading the post is that it's probably the devices phoning home every ten minutes. That information is uploaded to SiliconDust servers, which then provide the information in JSON format when visiting that URL. If you visit that page from your IP, then you get a list of information about all SiliconDust devices behind your NAT. This obviously is a concern given that it provides internal network information and a unique device ID that can fingerprint users.

      The most messed up thing here is the CORS header returned from HDHomeRun devices themselves.

      This is the header from a request to /discover.json on my local HDHomeRun connect.

      HTTP/1.1 200 OK
      Server: HDHomeRun/1.0
      Connection: close
      Content-Type: application/json; charset="utf-8"
      Content-Length: (redacted)
      Cache-Control: no-cache
      Pragma: no-cache
      Access-Control-Allow-Origin: *

      The Allow-Origin header allows any malicious website you happen to visit to use xmlhttprequest to fuck with and steal information directly from your device with impunity. This is absolutely insane.

      I don't think this is malicious, but just incompetent.

      Completely agree.

    4. Re:HDHomeRun calls home by WaffleMonster · · Score: 1

      Cache-Control: no-cache
      Pragma: no-cache
      Access-Control-Allow-Origin: *

      The Allow-Origin header allows any malicious website you happen to visit to use xmlhttprequest to fuck with and steal information directly from your device with impunity. This is absolutely insane.

      This is nuts. What the heck were they thinking?

  7. There is a difference between in-game and out ... by perpenso · · Score: 2

    There is a difference in analytics when it is about personally identifiable information, about other apps/games, and when it is about how a user/player is using this particular app/game. The later is legit, what available features / weapons are being used, what player mechanics are being used, etc. That helps better design future features and apps/games. Also legit would be non-identifiable information about the hardware, what generation CPU, what generation GPU, how much RAM, what operating system ... basically the system requirement type information. This helps designers anticipate when they can update content, graphics, etc to take advantage of more advanced hardware. Again, all this collected in a non-personally identifiable way.

  8. This has been done before by Anonymous Coward · · Score: 4, Insightful

    I remember back in the day DOOM from ID software (the one with the flashlight problem), came with starforce (the usual DRM back in the day) along with checking to see if cloneCD or other cd cloning software was installed. Long story short, damn game had lighting problems, DRM backdoors, and was harassing me about legitimate software on MY OWN MACHINE. The gall, the absolute gall for some goddamn game to tell ME what I can install or not install on my own machine....That did not go over well, that put me on the path of becoming a nemesis fighting them for the wrong they had visited upon me and my precious machine.

    20 years later and I am only now just starting to purchase games again. For those 20 years though, I was only using the piratebay to get my games as copies, ironically because a legitimately purchased game had put odious restrictions on (like needing the physical cd, cd key, drm installed, etc etc) whereas the pirates had produced a superior version that loaded faster, had the lighting problem fixed, did not require a cd or cd key and did not install DRM modules or check what software I had installed.

    If these companies really want to create a legion of people like me who righteously tell game companies to go fuck themselves, then they are on the correct path to a gamer revolution where the outcry and loss of sales will hurt them pretty badly.

    I see cable companies as doing relatively the same thing, they had a monopoly more or less for so long and it was so profitable that they became total assholes, putting in advertisements after we already paid for the cable, bundling shit, etc etc etc. The end result? We now have a 27% decline in tv viewership and the term 'cord cutter' has entered the popular vernacular. Game companies seem dead set on copying those results.

    1. Re:This has been done before by Anonymous Coward · · Score: 5, Informative

      You may find GOG treats you with a bit more respect.

    2. Re:This has been done before by Waccoon · · Score: 1

      True, but GOG is mostly a seller of Steam keys these days (you know, much like today's retail boxes).

      I remember when they sold only downloads from their own site.

  9. Re:GDPR? by perpenso · · Score: 4, Informative

    If the data is not associated with any personally identifiable information there is no "you" in "your information". This was pre-GDPR but when I did game analytics in the sense of CPU and GPU generation, installed RAM, operating system version I worked closely with the company lawyers to ensure it was all non-personally identifiable information. IP addresses were not recorded, neither were account names or anything else. Just the raw data. The client side of these online games ensured the data was only sent once per "survey" period. I could not have connected the data to a particular person if I wanted to. If a GDPR request came in asking for a particular person's data I would have no such data to report.

  10. Re: Does this include the akamai cdn? by Bing+Tsher+E · · Score: 1
  11. Pirate all games. by Anonymous Coward · · Score: 1

    Prevent all games from going online at all.

    1. Re:Pirate all games. by tepples · · Score: 1

      If everybody followed your advice to "pirate all games", what would fund the development of new games?

  12. Analytics/Telemetry by WinstonWolfIT · · Score: 1

    Both are absolutely essential for spotting 1) problems in the software and 2) identifying features not used. I've consulted across Australia and not one company allowed PID to leak into the logs. I was an expert implementer but not beyond that. It may have been PCI compliance which was under the whole thing. It's not as nefarious as the tin foil hats would would lead you to believe.

    1. Re:Analytics/Telemetry by sinij · · Score: 1

      As a consumer, I don't care for your "absolutely essential". I am not your beta tester. I am not your focus group.

      When you install invasive tracker on my PC and your explanation is "trust me, we are not using all of its features"... fuck you, and fuck the horse you rode in on.

    2. Re:Analytics/Telemetry by WinstonWolfIT · · Score: 1

      That hat looks crazy on you.

  13. Why we need regulations by ChromeAeonuim · · Score: 1

    It has often been said of the free games 'If you're not the customer you are the product.' Well, looks like now we're both. You pay for the game, then get sold out anyway, and usually without even being properly informed about it. Worse, it might come in an update, which means you paid for one thing and now it has become spyware.

    This is why there should be laws, backed by heavy fines, prohibiting this sort of anti-consumer behavior. You can't trust the companies to just do the right thing; they'll keep doing it until they get caught, time after time. This should be illegal.

  14. Re:I have a little question of developers... by AHuxley · · Score: 1

    In 1984 ram and cpu parts where limited and the OS was limited... displays only had so many colors. The tape and storage media for the home media was limited. Games had to look good and sell within a set of limitations.
    Now we have 4K and 5K and 8K and advanced gpu and cpu. The wonders of Windows 10 to help games get created.
    As for the other 1984, thats the just big gov doing collect it all.

    --
    Domestic spying is now "Benign Information Gathering"
  15. Breaking Down The Lies by ytene · · Score: 1

    The OP claims,

    "The app is intended to collect information about the source of new game installs, and details about the gamer."

    But hang on a moment... if the game is being installed via Steam [and, it has to be packaged up by Steam for delivery from their infrastructure], all of that information - and more - is available directly back to the game developer via Steam themselves. Those of us who play games via Steam know this "going in".

    And as this page shows, one of the ways that RedShell works is to link your web browsing identity with your gaming identity and then have the ability to use that to back-track your activity across the internet.

    There is absolutely zero justification for this.

    The second part of the lie concerns not that this is being done, but the way that it is happening. If a game studio wanted to use this sort of technology to monitor activities associated with their game [which I do not believe is inherently wrong], then it would not be difficult for them to create a folder in the game's installed file tree designated "Uploaded Data" and to place in this folder a complete and true copy of data sent to back to them. It would have to be done after the upload - or at least, done in such a way that the gamer could not alter the data before it was sent - but at least this would be honest.

    If a game manufacturer put a clear warning in their packaging: "This game will send telemetry to us when you play it. For details of the data elements sent, and instructions on how to verify this for yourself, please see the Appendix of this User Guide", I dare say that this scandal would not have happened.

    It is the fact that companies think that they can "get away with this" by not telling people that pours fuel on the fire that this could easily be used for much more malicious purposes than are being discussed here.

    One final thought/question: are there patterns in the data here? Are these sorts of underhand activities associated more with game studios or with publishers? It seems to me that although the studio rightly gets the bad reputation, the choice to add this sort of spyware - and let's make no mistake, that's what this is - could easily be "encouraged" by a publisher. After all, it's the publisher in this sordid tale that tends to be the one most interested in understanding games sales. If there is such a pattern, is it time to start vocal boycotts?

    It seems to me that the only way to get through to these companies is to hit them where it hurts: their wallets.

    1. Re:Breaking Down The Lies by Torvac · · Score: 1
      while googles tracking is widely accepted, any 3rd party tracking mechanism that suddenly pops up and tries to establish outbound connections is not. especially without any notification. yes, a simple "this game will send telemetry ..." and a simple op-out box would probably do. but if you know product owners they just dont care about stuff like this until it falls flat.

      the link between browser and game ID is the main problem here. its too intrusive. but it is needed for publishers to track affiliate advertising and to measure advertising campaign performance. (in simple words : Advertisment-A got me 1000 players and i paid X money for them, Advertisment-B got me 5000 players ... and so on). without data your marketing people can just screw around and blow your money.

      redshell is usefull for ingame tracking, something you would have to implement on your own. and it is not the only middleware solution for this. steam wont help you with this, afaik you cant even distinguish between "installed client" and "added to library"

  16. Re:I have a little question of developers... by Cederic · · Score: 1

    As soon as human beings proved they didn't understand how technology worked

    Well done, you've managed to prove you don't know how humans work.

    I know how technology works. I don't monitor every packet leaving my PC, I don't MITM the encrypted data streams, I don't reverse engineer data formats and I don't correlate data structures to the activity, software and configuration on my PC.

    Just what the fuck would an informed capable technical person do to understand the data being sent back to a game developer - especially for a game with online elements - that doesn't mean it's now their full time fucking job?

    As for using MMOs as an example, it's been very obvious right from the moment people encountered them that they're sending a shit ton of data back to the server, which then shares elements of that data with other members of the public. What the fuck do you think MMO stands for?

    It's not that the smart half of the public wanted it. The only way to have put a stop to it to prevent stupid consumers from robbing the smart half of society would be to have portal technology or ideological revolution.

    Sorry but no, nobody is forcing any software or services onto you. If you really think there's a dumb/smart divide and you're too stupid to reject the software and services you deem malicious, guess which side of the divide on which you fall.

  17. Re:I have a little question of developers... by blahplusplus · · Score: 1

    Well done, you've managed to prove you don't know how humans work.

    I know how technology works. I don't monitor every packet leaving my PC, I don't MITM the encrypted data streams, I don't reverse engineer data formats and I don't correlate data structures to the activity, software and configuration on my PC.

    If you bought an mmo game you told the corporate world explicitly that you'd bend over to be exploited - aka it's not in your rational interest to pay for videogames you don't own or control and pay monthly at that. Private wow servers proved that they just took RPG's and stuck the mmo label on it to get that monthly fee from the stupid and irrational membres of the species. That was the big mmo scam for those of us who PC gamed during the 90's when EA was pushing ultima online to the bottom feeders of the RPG community. We knew the writing was on the wall for single player RPG's as companies re-branded their single player rpg's /w multiplayer as mmo's. Which is what happened to guild wars.

    The reality is the reason loot boxes and all modern exploitative game practices exist is because ignorant people and stupid irrational people like yourself gave up your right to privacy and ownership of game software. Now most games are aimed at kids and stupid parents who don't have a fucking clue how computers work. Those who do and bought the corporate PR to have games stolen and held hostage on servers across the pond to pay for the privilege are just dumb and they ended up ruining gaming.

    Sorry to tell ya, loot boxes exist because the average gamer and human being is ignorant and irrational.

  18. Re:I have a little question of developers... by Cederic · · Score: 2

    If you bought an mmo game you told the corporate world explicitly that you'd bend over to be exploited

    Really? So by wanting to play on a server with several hundred other players I'm begging to be exploited, instead of, I don't know, wanting to play on a server with several hundred other players?

    You're a fucking idiot.

  19. Re:I have a little question of developers... by Cederic · · Score: 1

    Actually, I'll add to that.

    We knew the writing was on the wall for single player RPG's

    Like KOTOR, like the Elder Scrolls series, like the Divinity series, like Fallout, like the Witcher series. Oh, wait.

    You're a fucking idiot.

    The reality is the reason loot boxes and all modern exploitative game practices exist is because ignorant people and stupid irrational people like yourself gave up your right to privacy and ownership of game software.

    Loot boxes and data mining have fuck all to do with MMOs. You're making a non-causal link and providing no evidence to support it.

    You're a fucking idiot.

    Sorry to tell ya, loot boxes exist because the average gamer and human being is ignorant and irrational.

    So when I put several hundred hours into theHunter:COTW and can't find a loot box, play through 100 hours of story in The Witcher III and can't find a loot box, enjoy a long dynamic and very replayable story in Divinity Original Sin 2 and can't find a loot box, play through multiple campaigns in Total Warhammer 2 and can't find a loot box, spend several seasons trying to win the premiership with Wrexham in the latest Football Manager and can't find a loot box, is it possible, just maybe, that there are plenty of gaming choices available for people that don't want loot boxes?

    You're a fucking idiot.

  20. Re:I have a little question of developers... by blahplusplus · · Score: 1

    If you bought an mmo game you told the corporate world explicitly that you'd bend over to be exploited

    Why do you now think lootboxes and microtransactions exist in "single player" AAA games? Why do think they are being shoved into every game and every game is now being drm'd up the wazoo and given the corporate propaganda moniker "online game"? Team fortress 2 with hats? Paid mods from bethesda? Lootboxes where you might get the chance to get a skin in a game you already paid for? We live in a full blown videogame idiocracy.

    MMO's were the trial balloon to get people to accept paying for software they don't control so all that other stuff was possible.

  21. Re:I have a little question of developers... by Cederic · · Score: 1

    Why do you now think lootboxes and microtransactions exist in "single player" AAA games?

    Not the games I buy and play.

    Why do think they are being shoved into every game and every game is now being drm'd up the wazoo

    Games have less DRM now than they did in the 80s. Less now than they did in the 90s. Probably a comparable amount now to the 00s, but that's the post-MMO era.

    and given the corporate propaganda moniker "online game"?

    Sometimes the game includes online features. Sometimes the online connection is used as a more robust form of DRM. Sometimes the game is an online game. Many games work perfectly well with no network connection at all.

    Team fortress 2 with hats?

    Free game with cosmetic feature players can optional choose to embrace? Oh no, you mean I can actually play the game for free and never pay for it? Shit, if someone else wearing a hat upsets you that much, adopt plan B: Don't fucking play it.

    Lootboxes where you might get the chance to get a skin in a game you already paid for?

    You paid for the game. You didn't pay for the artistic creations that are available via the lootbox. Those are only available to people that pay additional money. I don't pay for those as I dislike the gambling aspect and I'm too sensible. I have historically paid for digitally created works to enhance my enjoyment of a game, but that's because I wanted to wear a Japanese schoolgirl sailor outfit while playing golf. I looked damn good in it too.

    We live in a full blown videogame idiocracy.

    That's an interesting way to spell "diverse and comprehensive market meeting a range of needs and providing opportunities to consumers with varied desires, preferences and financial options".

    MMO's were the trial balloon to get people to accept paying for software they don't control so all that other stuff was possible.

    Oh for fucks sake. No, they were not. MMOs have a substantial ongoing cost base that needs to be paid for and early MMOs used a subscription model to assure the continued income required to cover those costs.

    You remain a fucking idiot.

  22. Re:I have a little question of developers... by blahplusplus · · Score: 1

    Games have less DRM now than they did in the 80s.

    You're delusional if you believe this, DRM didn't exist in the 80's and 90's, drm is breaking the software code into pieces so part of the software is never released so the game breaks when the code at the server at corporate HQ is turned off. Copyright protection is not drm. DRM is where companies control the software. Even copyright protected 80's and 90's games you had the complete code. Good luck trying to preserve modern drm infested games where the server exe is not included with the game like quake 3 in the 90's.

  23. Re:I have a little question of developers... by Cederic · · Score: 1

    Strange, I recall code wheels, text written in hard to read colours, use of manuals as code books, corrupt sectors on disks, 'CD must be present' checks and actual fucking rootkits in the 80s and 90s.

    Maybe you were playing Rogue all that time. Good game.

  24. Re:I have a little question of developers... by blahplusplus · · Score: 1

    Strange, I recall code wheels, text written in hard to read colours, use of manuals as code books, corrupt sectors on disks, 'CD must be present' checks and actual fucking rootkits in the 80s and 90s.

    Maybe you were playing Rogue all that time. Good game.

    Everything you mentioned has nothing to do with incomplete software - aka drm, there was no high speed internet in the 80's you got the entire game, there was no code missing from the game like modern drm laden games. Modern games like mmo's and games like war for cybertron DO NOT release the server exe with the game, part of the game is running on some corpoately owned server in order for its multiplayer to function. That's a far cry from quake 3 where the server exe is built into the exe. Modern games are fraudulent and broken by design products where the functionality only exists as long as the server at the other end is operational.

  25. Telemetry vs 3rd party Analytics SDK by thegarbz · · Score: 1

    Telemetry: I think as developer I need to gather this metric to make sure I didn't make this level to difficult and deter users in the future.

    3rd party Analytics SDK: You want to know about your users? We can tell you about your users. We collect all the things and serve it up to you. Want to know what they named their first born? We got that! Want to know if users passed that difficult level? We got that too!

    I remember installing Google analytics a few years ago to find out some information about a new page we added to a customer's website. We had our suspicions that the customers weren't seeing it. I was not at all interested in the intricate details of every browser, screen resolution, operating system, how long they stayed, and what they clicked it. It was all given to me anyway.

    1. Re:Telemetry vs 3rd party Analytics SDK by WaffleMonster · · Score: 1

      Telemetry: I think as developer I need to gather this metric to make sure I didn't make this level to difficult and deter users in the future.

      This is what focus groups and play testing are for.

      I remember installing Google analytics a few years ago to find out some information about a new page we added to a customer's website. We had our suspicions that the customers weren't seeing it. I was not at all interested in the intricate details of every browser, screen resolution, operating system, how long they stayed, and what they clicked it. It was all given to me anyway.

      Laziness is really the point here isn't it? You're too lazy to install a stats package and parse your own access logs. People can't be bothered to take the time to understand their users so they hide "telemetry" without regard for customers wishes and consequences.

    2. Re:Telemetry vs 3rd party Analytics SDK by thegarbz · · Score: 1

      This is what focus groups and play testing are for.

      Indeed. It's a great way of finding out what focus groups are good at. Interestingly have you ever seen a focus group, or a beta tester? The kind of people who participate in these events hugely skews the results which is one of the reason why the industry is trying towards telemetry.

      Laziness is really the point here isn't it? You're too lazy to install a stats package and parse your own access logs.

      Not quite. One man's lazy is another man's more cost effective service. It just goes with the whole general global theme of outsourcing or building on the work of others. The problem is those "others" who provide you a service have it in their best interest for their service to be as flexible as humanly possible with no regard to your scope. You want the logs? We'll get you the logs. Incidentally we'll also get you the kitchen sink, and details of how often your users actually do the dishes in their sinks? Didn't want it? Well we got that info anyway.

      A lot of it also has to do with economics. I was at the time doing quick work paid by the hour. Copying and pasting a paragraph of Javascript ultimately was far more effective for the client than paying to screw around with stats packages and setting up specific targeted telemetry. The client's users be damned.

    3. Re:Telemetry vs 3rd party Analytics SDK by tepples · · Score: 1

      Apart from the fact that the skill sets of people who regularly participate in "focus groups and play testing" are unrepresentative: Is there a good way for a smaller studio to pay for thorough "focus groups and play testing", particularly before it has two games' worth of sales revenue?

    4. Re:Telemetry vs 3rd party Analytics SDK by jeff4747 · · Score: 1

      This is what focus groups and play testing are for.

      The people who will participate in focus groups and play tests are not representative of the public at large. They are supposed to be, but that never really happens.

    5. Re:Telemetry vs 3rd party Analytics SDK by WaffleMonster · · Score: 1

      Indeed. It's a great way of finding out what focus groups are good at. Interestingly have you ever seen a focus group, or a beta tester? The kind of people who participate in these events hugely skews the results which is one of the reason why the industry is trying towards telemetry.

      Creating a focus group that isn't representative of your customer base is a rather counterproductive endeavor. Play testers are there to find issues not take the place of a focus group.

      Laziness is really the point here isn't it? You're too lazy to install a stats package and parse your own access logs.

      Not quite. One man's lazy is another man's more cost effective service. It just goes with the whole general global theme of outsourcing or building on the work of others.

      A lot of it also has to do with economics. I was at the time doing quick work paid by the hour. Copying and pasting a paragraph of Javascript ultimately was far more effective for the client than paying to screw around with stats packages and setting up specific targeted telemetry. The client's users be damned.

      All I'm hearing in these remarks are justifications for laziness. An attempt to externalize your costs without regard for consequences simply because it is easier for YOU.

      Well guess what the free ride is nearing an end. Privacy legislation and consumer awareness is increasingly piling up against you. With each day that passes value of Google analytics decreases as percentage of users with privacy filters preventing Google analytics from functioning increase.

      The reality is reduced effort justification isn't really even true unless you're a newbie or just have one customer. Stats packages are relatively trivial to install and configure especially as a standard feature of websites. Many of them support multi-site configurations and several hosting panels wire them up automatically without any intervention when creating a new site.

      The problem is those "others" who provide you a service have it in their best interest for their service to be as flexible as humanly possible with no regard to your scope. You want the logs? We'll get you the logs. Incidentally we'll also get you the kitchen sink, and details of how often your users actually do the dishes in their sinks? Didn't want it? Well we got that info anyway.

      Stop purchasing solutions which are not scalable and the "problem" will solve itself.

  26. it would only be used in pre-release version by thomn8r · · Score: 3, Insightful
    Another classic, right up there with

    * The check is in the mail
    * I'll respect you in the morning
    * It's just a cold sore

  27. People who died at A also died at B by tepples · · Score: 2

    Heat maps don't need to know who died [...] As a developer you'd want to know if a particular part of your game is too hard and kills the majority of players trying to get past it.

    Sometimes people who died at position A also died at position B. This may help the level designer identify a pattern of elements that impose an unduly steep skill gradient for players with a particular play style. In order to track this, the developer needs to at least associate an identifier with each loss.

  28. How can a smaller team test thoroughly? by tepples · · Score: 1

    Then you install and run that shit during testing.

    I'm curious as to how a 1-, 2-, or 3-man team developing a video game without access to venture capital can make large-scale testing of system compatibility and game balance practical. Do you have any suggestions?

    1. Re:How can a smaller team test thoroughly? by tepples · · Score: 1

      And I'm curious as to why that should be a concern for customers.

      A game that is not funded is not developed. A game that is not developed cannot be obtained. A game that cannot be obtained cannot be played by customers.

    2. Re:How can a smaller team test thoroughly? by tepples · · Score: 1

      get some years of field experience working at a game company

      Not every city has game companies. How does one get the initial money to survive between moving from a city without to a city with and finding a job?

    3. Re:How can a smaller team test thoroughly? by tepples · · Score: 1

      You are correct that I have never relocated for a job before.

      You get the job FIRST, then you move.

      How do "LOTS of people" sit an in-person interview before moving?

    4. Re:How can a smaller team test thoroughly? by tepples · · Score: 1

      "telephones", "email"

      I have had a telephone interview. But I was under the impression that most employers who conduct first interviews over telephone, email, text chat, or VoIP require the second interview to be in person.

      "cars"

      This requires both owning a car and operating a car. Owning a car requires one to be already in a job that pays enough to afford to buy a car. My current job does not. Operating a car requires a driver's license, and obtaining a driver's license requires 50 to 120 hours (depending on state or province) of supervised driving on a learner's permit with a licensed driver in the front passenger seat. Unless I'm missing something, this in turn appears to require either A. having parents who drive or B. spending thousands on driving school.

      "trains"

      There are no passenger train stations in my home town. How would I go about using a passenger train station other than those in my home town?

      "airplanes"

      Do employers reimburse the candidate for the round-trip airfare to and from the location of a second interview? If not, flying requires one to be already in a job that pays enough to afford airfare.

  29. DRM-free means no PS, Xbox, Switch, or 3DS games by tepples · · Score: 1

    the user perceives it to see you using their resources that they've paid for to to help your business at their expense by siphoning off data without them knowing.

    To address "at their expense" and "without them knowing": Does an offer to license the game at half price if the user opts into analytics make sense?

    My view: good software is clean software, it does nothing without your knowledge

    A strict interpretation of that view would require the video game to be distributed as source code, so that the end user has access to knowledge about what the program does. Though Id Software has released its games' engines as free software five years later, I haven't seen a workable business model for funding the development of a game larger than hobby-scale for distribution under a free software license from day one.

    That means no DRM

    All current video game console platforms have digital restrictions management, as does Apple iOS, and will ordinarily not execute a DRM-free program at all. Offline DRM is still DRM. How should a game be distributed DRM-free? Are you trying to imply, for example, that developers should no longer develop for Nintendo, PlayStation, Xbox, or iOS platforms at all, or alternatively develop unlicensed games for retro consoles (more than 20 years old)? And even if so, what should a developer do to deter mass casual copyright infringement in order to sell more than one copy?

  30. Re:GDPR? by perpenso · · Score: 1

    . If a GDPR request came in asking for a particular person's data I would have no such data to report.

    A common mistake people (and lawyers) make is thinking it only matters whether YOU could associate that data to someone (you seem to have made that mistake). As has been demonstrated many times before such detailed data even when it doesn't have someones names is often quite easily attributed to someone through cross matching of data from other sources. The more detailed the information the easier it is narrow it down as It makes for a very unique identifier that may actually be revealing far more than you think.

    Not in my case. The data was not detailed enough, not unique enough. Too many collisions with the limited number of permutations of CPU, GPU, installed RAM and OS ver. I did not send all info available, just enough to get generational information. For example for OS ver I would only send major and minor version, but not build number, service pack info, etc. For GPU I would only send the vendor and device IDs, but not subsystem and revision IDs. In the later case I would know you had an AMD Radeon 550/560 but I would not know if it was made by ASUS, Gigabyte, etc nor would I know the revision.

  31. Re:GDPR? by perpenso · · Score: 1

    I wonder how unique the entire set of that data is... The problem with anonymous data is that enough of it means it can be traced back, if not by you then perhaps by someone else.

    See my response to a similar question. I only sent the details I needed to recognize CPU, GPU, and OS ver in a generational sense and the amount of installed RAM. I did not send all information available on these components. There were too many collisions to "fingerprint" a particular user.

  32. Re:I have a little question of developers... by tepples · · Score: 1

    "Digital restrictions management" has a broader definition than the sense you're using, which would be more widely understood as "online-only DRM".

  33. Anything with an FQDN calls home by tepples · · Score: 1

    HDHomeRun calls home every 10 minutes uploading a complete list of available channels and device information including internal IP address of HDHomeRun devices.

    In a well-engineered system, this would be excusable. In order to obtain an HTTPS certificate for a device on a LAN that the web browser on each of the end user's devices will trust, an internal device needs its own fully qualified domain name (FQDN). To obtain a FQDN, a device would need to upload its internal IP address to some DNS service, be it a dynamic DNS service operated by the device's manufacturer or the zone host of a domain that the end user owns. The latter may cost $15 per year, or $75 over the 5-year expected service life of a device. I imagine that most end users, especially non-technical ones, don't already own a domain and aren't willing to pay an extra $75 just to skip the manufacturer's dynamic DNS service.

    I agree with you that sending it in cleartext is not excusable. Nor are some of the other intrusions that you describe. But sending the IP address in some (reversibly encrypted) form is necessary as a step toward allowing the user to access the device as "https://some.internal.device.example".

    1. Re:Anything with an FQDN calls home by tepples · · Score: 1

      In a well-engineered system, [obtaining a FQDN through a DDNS service] would be excusable.

      No it wouldn't. Not without asking consent first.

      "If you do not consent, return this product to the seller per the seller's return policy."

      Security for a device like HDHomeRun is rather pointless. Nobody is asking for HTTPS certificates.

      Several JavaScript APIs are available only to HTTPS scheme or localhost (127/8, not 192.168/16) per the Secure Contexts specification. Among JavaScript APIs related to video recording or streaming, the Presentation API is already restricted to secure contexts, and browser makers plan to restrict the Fullscreen API similarly to deter phishing attacks that involve spoofing the window manager and browser.

      To send encrypted all it needs is a TLS stack and a root certificate. It doesn't need an FQDN or any such bullshit.

      Obtaining the certificate needs an FQDN. The CAB Forum's Baseline Requirements forbid issuing in private TLDs, such as .local used by mDNS. Otherwise, you'll have to run your own CA, issue a certificate to the device, and install your CA's root certificate into the web browser on every device from which you plan to view. Some popular mobile browsers don't make that very convenient.

  34. Re:I have a little question of developers... by burningcpu · · Score: 1

    The world isn't as conspiracy-ish as you think.

    Not because the world is a 'good' place, but because conspiracies are a sort of work, and not the sort people do for free.

  35. Re:I have a little question of developers... by Gojira+Shipi-Taro · · Score: 1

    You do understand the concept of a persistent multiplayer world, yes? MMOs are nothing like FPS shooters. In an FPS the "world" starts over with every new game.

    A subscription-based MMO... of fucking course they're not going to give you the server software so that you can run your own and not pay them.

    --
    "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
  36. Re:I have a little question of developers... by blahplusplus · · Score: 1

    You do understand the concept of a persistent multiplayer world, yes? MMOs are nothing like FPS shooters. In an FPS the "world" starts over with every new game.

    A subscription-based MMO... of fucking course they're not going to give you the server software so that you can run your own and not pay them.

    You do understand the concept that "persistant multiplayer world" is PR speak to con gullible people like you right? Oh wait theres some private wow servers over here to disprove your notion that you can't have an "mmo" (pr speak for rpg with multiplayer with dedicated server) you buy as a one off purchase.

    Private servers:

    https://news.ycombinator.com/i...

    "MMO" is a PR speak term for idiots who don't think logically, otherwise private wow servers would be impossible. The fact that private wow servers exists, prove you and the gaming public are idiots.

    Here's what the game industry did during the 90's, during the 90's PC rpg's were growing in cost to produce and CEO's floated the idea of conning the gullible public out of its money by rebranding the single player PC rpgs /w multiplayer component and rebranding them mmo's. That's all the term mmo is - a PR shell game to get you to pay monthly to what have would been a fully normal game with multiplayer in the 90's. They realized they could make much more money and steal the software from a gullible public by just shifting words around because you reason by emotion not truth.

    See the science, your brain does not reason nor see reality as it is:

    On reason

  37. Re:I have a little question of developers... by blahplusplus · · Score: 1

    "Digital restrictions management" has a broader definition than the sense you're using, which would be more widely understood as "online-only DRM".

    The very concept of DRM didn't exist in the 80's and 90's, drm is a term invented in the 2000's and post 2000 era sorry to tell ya, I lived it. You're trying to read the future back into the past.

  38. Re:I have a little question of developers... by tepples · · Score: 1

    The very concept of DRM didn't exist in the 80's and 90's

    Not under that name, but what's CSS on DVD Video?

  39. GDPR 6(1)(b): "performance of a contract" by tepples · · Score: 1

    "Performance of a contract" is explicitly one of the six bases listed in Article 6 of the GDPR for holding and processing personal data. In this case, the contract would involve the user providing pseudonymous daily usage logs in exchange for access to the game at a discount off full retail or before the general availability date. The user can request a copy of these logs at any time by choosing "Download Your Replays" from the game's menu.

  40. Re:I have a little question of developers... by blahplusplus · · Score: 1

    The very concept of DRM didn't exist in the 80's and 90's

    Not under that name, but what's CSS on DVD Video?

    You're confused, copyright protection is different from drm. DRM is literally breaking the product in a way that companies have control of the product. CSS on DVD means you have the entire DVD files even if they are encrypted.

  41. Re:I have a little question of developers... by Waccoon · · Score: 1

    And yet, developers were still able to deliver games that were fun to play before all this analytics nonsense.

    Games weren't necessarily more fun back in the day, but I certainly appreciated and enjoyed them (and the Internet in general) a lot more.