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- What was left out of the story IS the difference
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Logging into Battlenet causes your installed version of a Blizzard game to be authenticated. This is a way Blizzard makes sure one and only one valid copy of a game is played on their multi-player service. The other service accepted the CDKey algorithm hash, and then automatically responded with a OK code. However, the other service emulated Battlenet in every other aspect - providing advertisement popups, allowing semi-permanent teams to form, score keeping, team matchups etc. Those are NOT done on a LAN setup - someone hosts, others join, but it does not have the depth provided by the Battlenet or other service.
Also, it was more than just reverse engineering of the Battlenet protocol that took place - games were illegally copied, attempts were made to reverse engineer the games themselves, data dumps were made of Battlenet files (which alone should be causing a lot of the usual suspects here in the talkbacks to be screaming about how their 'privacy' was violated) so that comparisons could be made between how users connected, and what happened later between the two services, etc.
My guess is that the biggest problem Blizzard had was in regards the authentication - in that numerous illegal copies of their product could be played on the other service. - Posted by: quietLee Posted on: 09/02/05 You are currently: a Guest | Members login | Terms of Use
What do you think?
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