Host network hacker attacks talk, digitization and cloud services also have weaknesses

Source: Internet
Author: User
Keywords Internet Games
Tags application cloud cloud service cloud services consoles ddos ddos attacks developed

With the arrest of a member of the hacker organization Lizard Geek and the gradual return to normality of PSN and Xbox Live, a network of games consoles that almost covered the entire Christmas holiday has finally come to an end, but it has also raised fears The game digitization and cloud service, which should have brought great convenience to the players, were so vulnerable to the relatively primitive DDoS attacks that they doubted the firm's determination to protect players ' interests or even the application of these technologies.

The digital stand-alone game and the download management function are born with the high development of the network environment, which has brought great changes to the game world. As long as the player has the idea, it can be a whole year without a game shop. The collection of the game and the previous decades compared to the quality of the overflight, through the game host, computer and even smartphone management in the cloud dozens of on the hundreds game has long been nothing new. It also means that the time has come to make room for all kinds of cassettes and discs. But the attack has blow players who enjoy the great convenience of the high-speed Internet era--once the system is paralyzed, players will be helpless.

If there is a rich stand-alone content of the game that is okay to say, even if can not be updated, generally can also run smoothly in the old version, afraid of the "fate" of this kind of need to complete the network verification of the heterogeneous. The distinction between "single game" and "online game" is becoming increasingly popular and important, and the boundaries between the two are becoming more and more blurred. But we see from the game company's response that they don't seem to be able to adapt to the change in time.

Regardless of Sony's PSN, Microsoft's Xbox Live, more than once in 2014 years has been attacked from hackers, although at most days, but the player's enthusiasm for the game is enough to cause a major blow. It can be foreseen that the development of the network environment is far from the end, with the increasing price of storage equipment, the further popularization of digital games is almost inevitable. And how to provide more secure service for many players who rely heavily on the stability of the server is not only a problem that traditional network game operators need to consider.

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