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	<title>jalf.dk &#187; games-industry</title>
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		<title>Dear games industry. Grow up</title>
		<link>http://jalf.dk/blog/2012/01/dear-games-industry-grow-up/</link>
		<comments>http://jalf.dk/blog/2012/01/dear-games-industry-grow-up/#comments</comments>
		<pubDate>Sat, 07 Jan 2012 15:42:18 +0000</pubDate>
		<dc:creator>jalf</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Meanwhile]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[games-industry]]></category>
		<category><![CDATA[hacking]]></category>
		<category><![CDATA[login]]></category>
		<category><![CDATA[openid]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[security]]></category>

		<guid isPermaLink="false">http://jalf.dk/blog/?p=912</guid>
		<description><![CDATA[Sony Sony Again Nintendo Epic CodeMasters Bethesda BioWare Square Enix Sega BioWare EA 2011 was the year of the games industry, as a whole, getting hacked. Dear games industry; huge international publishers and development studios: are you seriously going to tell me you didn’t see this coming? For the last several years, the games industry [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li><a href="http://www.wired.com/gamelife/2011/04/playstation-network-hacked/">Sony</a></li>
<li><a href="http://www.joystiq.com/2011/05/02/sony-hit-with-second-attack-loses-12-700-credit-card-nu/">Sony Again</a></li>
<li><a href="http://arstechnica.com/security/news/2011/06/lulz-security-takes-on-nintendo-fbi-sony-fbi-fights-back.ars">Nintendo</a></li>
<li><a href="http://www.bluesnews.com/s/122640/epic-hacked">Epic</a></li>
<li><a href="http://www.engadget.com/2011/06/13/codemasters-website-hacked-tens-of-thousands-of-personal-acco/">CodeMasters</a></li>
<li><a href="http://arstechnica.com/gaming/news/2011/06/hacker-group-lulzsec-demands-hats-threatens-release-of-brink-user-data.ars">Bethesda</a></li>
<li><a href="http://arstechnica.com/gaming/news/2011/06/bioware-hacked-data-taken-from-decades-old-neverwinter-forum.ars">BioWare</a></li>
<li><a href="http://www.computerandvideogames.com/301202/anonymous-accused-of-hacking-eidos-deus-ex-websites/">Square Enix</a></li>
<li><a href="http://www.computerandvideogames.com/307915/news/madness-continues-sega-hacked-personal-data-stolen/">Sega</a></li>
<li><a href="http://www.rockpapershotgun.com/2011/06/24/bioware-hacked/">BioWare</a></li>
<li><a href="http://www.rockpapershotgun.com/2011/06/26/lulzsec-over-release-battlefield-heroes-data/">EA</a></li>
</ul>

<p>2011 was the year of the games industry, <em>as a whole</em>, getting hacked.</p>

<p>Dear games industry; huge international publishers and development studios: are you seriously going to tell me you didn’t see this coming?</p>

<p>For the last several years, the games industry has been been infested by a plague of account systems. EVERY company wanted their customers to sign up for THEIR unique account, marketplace, community and download central, preferably with separate accounts for each. And then another account for support requests, of course. And the more of these accounts can be associated with credit card information, the better. And of course, in true games industry fashion, as much as possible should be developed in-house.</p>

<p>Every games company wants me to create a unique account <em>just for them</em>. Every games company wants my password. And apparently, nearly as many let their security be handled by Joe the Intern who does their website on weekends.</p>

<p>It’s absurd. And not just because you are getting hacked en masse, and your users have their sensitive information leaked to hackers courtesy of you and your incompetence and your stubborn insistence on acquiring sensitive information that you have no need of, no business storing, and are not qualified to handle and safeguard.</p>

<p>It is also absurd because, even when you are not being hacked, it is infuriating your users. I don’t want to have to invest in your imaginary currency (which can only be bought in bulk, in quantities conveniently designed to force you to spend more money up front than the price of the item you wanted to buy), in order to purchase DLC for my games. I don’t want to have to remember 47 different account usernames and passwords. I don’t want to have to remember which email address I signed up with two years ago on the company you bought 6 months ago and whose account database you have now integrated into yours.</p>

<p>I don’t want to have to guess whether I am supposed to log in with my Bioware account or my EA account when unlocking stuff for my Bioware game  (published by EA).
I don’t want to have to log in to both Steam and GfWL to play a game. I don’t want to have to log in to Rockstar Games Social Club. Sega, was it <em>worth</em> it to make me sign up for a Sega Pass? Did you get enough value out of yet another username in your database to justify my password now being in the hands of hackers?</p>

<p>All of you, do you really <em>need</em> me to sign up for anything <em>at all</em>? Or is this just your vanity and your 20-year-old habit of prompting users to “please fill in your registration card while you wait for the installer”, updated to the internet era for no reason whatsoever?</p>

<p>The rest of the world has, by and large, learned a couple of important lessons over the last years:</p>

<ul>
<li>online security is hard, and</li>
<li>users have plenty of accounts everywhere already, and they don’t want to have to sign up for <em>your</em> exclusive site any more than they want to sign up for the 400 other sites they visited recently.</li>
</ul>

<p>Thus, quite a lot of serious websites now “outsource” the account security business to those who are qualified to handle it. We have Facebook Connect, relying on the assumption that Facebook, a site with 400 million users, and a <em>very</em> tempting target for hackers, is able to deal securely with authentication, and we have OpenID, relying on the assumption that users themselves will use a provider that they trust among the countless different ones available.</p>

<p>What these have in common is that they allow you, the company hosting a website and an online service, to provide all the benefits of a personal user account to your users, but without you ever <em>seeing</em> a password, and without you being able to lose quite as much sensitive data <em>when</em> you get hacked. It also provides the convenience benefit of allowing the user (without <em>forcing</em> the user to do so) to reuse the same user ID across multiple sites, and it even offers the potential for exchanging (with the users’ consent, of course) information <em>between</em> different game companies.</p>

<p>And you know what? Steam is an OpenID provider. You could implement OpenID-based authentication, and people would be able to log in with their Steam ID (or their GMail account, or any of the dozens of other OpenID providers, of course), and <em>you wouldn’t have to worry about protecting their passwords</em>.</p>

<p>You could, practically in your lunch break, write a login system which allows GMail users, Steam users and Facebook users to log in using their credentials from <em>those</em> services, handled securely by <em>those</em> services, where you get all the benefit of juicy direct and “exclusive” access to the user, without the headaches of “how do we store the users’ username and password, and without hassling the user with “please come up with a username and password for <em>yet another</em> site.</p>

<p>So, dear games industry. I’m sure that pretty much anyone who has played a game over the last decade has already had his username, password, pet name, address and credit card info leaked by now, thanks to you.</p>

<p>But how about putting a stop to it from now on? How about leaving security to the companies that actually invest in it, and who make it their business? How about, along the way, getting rid of the current account <em>hell</em> where every user has to, for every game, every development studio and every publisher, remember a unique combination of URL (where your “service” is hosted <em>this month</em>, after the latest relaunch, the latest merger or the latest “let’s just start over because our previous system sucked”), and username, password and email address to log in to said URL?</p>

<p>How about making your jobs easier, while also treating your customers better and giving less information away to hackers?</p>

<p>How about growing up and catching up?</p>

<p>A common sentiment when these hacks really exploded this past summer was “these hackers need to be stopped”, but that’s missing the point. They’re only showing how absolutely trivial it is to hack a huge number of websites. Arresting them, torturing them for a few years at Gitmo or condemning them to the deepest pit of Hell doesn’t matter, because your websites are still vulnerable, and in a world of 7 billion people, <em>someone</em> is going to try to exploit it.</p>

<p>Yes, the hackers need to be held accountable, but <em>so do you</em>. <em>You</em> are the ones who chose to start hoarding user information, and <em>you</em> are the ones who didn’t even care enough about your users to do so securely. You are the ones who betrayed your users. You are the ones who failed to live up to the responsibility you wouldn’t even have <em>had</em> if you’d stuck to your actual business: making games, rather than collecting usernames and passwords.</p>

<p>Grow up. Start storing only the data you actually need, and make sure that what you <em>do</em> store is kept absolutely goddamn secure. If you ever even <em>see</em> my password, encrypted, hashed and salted or otherwise, <em>you are doing it wrong</em>.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Just when we thought the games industry was showing a few signs of growing up…</title>
		<link>http://jalf.dk/blog/2009/07/just-when-we-thought-the-games-industry-was-showing-a-few-signs-of-growing-up/</link>
		<comments>http://jalf.dk/blog/2009/07/just-when-we-thought-the-games-industry-was-showing-a-few-signs-of-growing-up/#comments</comments>
		<pubDate>Fri, 24 Jul 2009 22:40:18 +0000</pubDate>
		<dc:creator>jalf</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[games-industry]]></category>
		<category><![CDATA[immature]]></category>

		<guid isPermaLink="false">http://jalf.dk/blog/?p=102</guid>
		<description><![CDATA[… this comes along. At Comic Con, if you commit “an act of lust” with an EA booth babe and take a picture, you could win dinner with said babes, as well as a great big pile of prizes related to the upcoming Dante’s Inferno. That’s right, the babes won’t just get the standard behavior [...]]]></description>
			<content:encoded><![CDATA[<p>… <a href="http://arstechnica.com/gaming/news/2009/07/ea-puts-sexual-bounty-on-the-heads-of-its-own-booth-babes.ars">this</a> comes along.</p>

<blockquote>
  <p>At Comic Con, if you commit “an act of lust” with an EA booth babe and take a picture, you could win dinner with said babes, as well as a great big pile of prizes related to the upcoming Dante’s Inferno. That’s right, the babes won’t just get the standard behavior and awkward advances—if someone is really obnoxious, they get rewarded for it, and then you get to see them again socially!</p>
</blockquote>

<p>What absolute moron came up with this? And how did <em>everyone</em> else who had to sign off on it not realize what a terrible idea it is?</p>

<p>I must say I’m disappointed in EA. This is just giving both the games industry and gamers a bad name, in addition to giving their own employees even more crappy behavior to deal with in a job that already exposes them to plenty of it.. That kind of misogyny just isn’t cool.</p>

<p>Well, at least the <a href="http://twitter.com/#search?q=@danteteam">reactions</a> are encouraging. Let’s see how they try to wriggle out of this PR disaster.</p>
]]></content:encoded>
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