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> This thread has me depressed.

Certainly was not my aim, and I sympathize. I've said many times I'd never move into game dev because of the workload and sheer work-to-flame ratio, and this thread isn't an exception. Likewise, thank you for providing some light from within the industry, it is appreciated.

I'd sign that NDA in a heartbeat if it didn't anonymize me, but I don't want my name floating around in databases I know nothing about. It's mighty tempting to see how the sausage is made, though.

I will ask this: Does the decision to include such an anti-cheat come from the studio usually, or the publisher?




Usually it's studio; but it's a bit give and take in that regard.

Some studios might have some bean counter at the publisher asking about things they think are good ("You gotta have anti-cheat/DRM!")

Other studios might be coerced to "if you're going to use anti-cheat, why not use this one we have a good deal with".

But ultimately it has been a studio decision.

I'm even swapping my current anti-cheat due to this kind of Sinophobia.

Ironically, we had to specifically ask Tencent for their anti-cheat (because it was the best available..) but.. people thought it was spyware[0]. To the point that you literally see nothing else about my game it seems.

Double ironically: we still had cheaters on the platform[1]... it will probably be worse with EAC (as it was in the division days[2], some people even blamed the state of cheating on "not enough anti-cheat"[3])

But, to answer your question: in my experience it's the studio's choice, but some people in the publishing chain might try to coerce a decision.

[0]: https://www.reddit.com/r/BloodHunt/comments/pkpr1t/so_whats_...

[1]: https://futuregaming.io/gaming-news/bloodhunt-cheating-probl...

[2]: https://kotaku.com/race-to-clear-the-division-2s-new-raid-ma...

[3]: https://www.reddit.com/r/thedivision/comments/4k17n8/confess...




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