[MUD-Dev2] [DESIGN] OnLive might make MMOs much easier

Richard Boehme rboehme at gmail.com
Mon Apr 6 13:10:17 CEST 2009


> Or am I over-inflating the costs of security, and the benefits of more
> TRUSTED computing horsepower right at the game client?

I think in this case it's a typical server-client model, with the
client not being trusted at all. Otherwise, the client is essentially
a part of the server, running on server-like hardware. It doesn't make
much sense to offload processing onto the client, especially because
that eliminates the option to do anything other than OnLive. Also, as
much as you might trust OnLive, the client is not directly under your
control, and can do things that you don't want it to do. Client bugs
could then be exploited by input from the user to OnLive, even if
OnLive itself could be trusted to not change things.


-- 
Thank you.

Richard Boehme

Email: rboehme at gmail.com
Phone: 443-739-8502
Blog: http://www.cookingxp.com/



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