I have recently completed reading Steven Davis’ book “Protecting Games.” In short I would recommend it to anyone interested in security and investigation aspects of multi-player digital games or games involving the Internet, regardless of the genre they are involved in. I really enjoyed the book and have already found it a useful resource for my work.
With that in mind there are a few things I think prospective readers should know about the book in advance:
1) It is aimed at the business of games. In fact a particularly appropriate quote from the book to summarize this is on page 243 “…game companies are not governments; their goal is to maximize revenues and keep their customers satisfied not meet out “justice””.
The thrust of the book is about platform owners protecting their investments. Outside of the fairly obvious issues of the protection of children and compliance with laws, the book does not really take a moral or ethical stance on piracy, privacy, griefing, ownership of intellectual property, etc. but it addresses these issues as concerns of an ongoing business interested in sustainability and growth.
2) It is broad. The book covers a lot of ground from general security; piracy, gold farming/frauding; payment systems; gambling; how to deal with law enforcement, etc.
The potential criticism of this approach is that it could end up being too broad for some readers interests if they are looking for very specific information. I would not describe that as a fault of the book, it would be impossible to cover every detail of every subject in one text.
For example, the first three sections of the book describe various security issues such as cheating, piracy and hacking, as well as listing some of the methods that platform owners have tried in the past to mitigate these issues. The book describes many, many of these solutions, but does so in general terms to recognize that 1) each platform may have different, specific design requirements and; 2) there are commercial software security solutions that are well understood in the industry and therefore do not require additional explanation in the book. There are references to how code might be structured, but beware if you’re looking for long sections of detailed programming code however, because they won’t be found here.
The same can be said about the other legal and process related domains covered in the book.
People who are subject matter experts may find that the book is light in their particular areas of expertise; but that is okay. It is detailed enough that they will benefit from seeing how their area of expertise intersects with others. Furthermore, it is always useful to learn from activities in other, closely related industries or genres.
3) It is well researched. On page 362 Davis issues a slight taunt at the reader “I’ve included hundreds of footnotes in this book to lend credence to my argument that game security is an important issue (how many have you checked, by the way?)”
I haven’t checked the number of footnotes in the book but there are a lot. For example Chapter 29 cites 37 different sources in the footnotes. There is also a 7 page index of “selected game security incidents” that is worth reviewing. Finally, the book includes a few formulae that are useful for business cases, such as calculating the net potential loss due to piracy for example.
For security or law enforcement professionals who require content for their presentations and business cases these examples be very useful.
The inclusion of Marcus Eikenberry’s commentary is also great for context. I especially liked the story about the Russian carders selling game codes.
Finally Joseph Price was very helpful for providing insight into the law (from a U.S. perspective) that may arise with respect to game security, piracy, the protection of children, etc. I’m sure that in the future versions of this book, Price could write full chapters on comparing jurisdictional approaches to these issues.
I was happy to see that Davis addresses the issues of privacy, identity and anonymity in the book. Throughout the text he identifies several ways that the actions of players within the game might be tied to them, but he does concede that the threat of litigation or fines from government authorities for improperly securing player’s personal information can be very financially damaging to game operators. It may be beneficial to collect this information but platforms have to be very wary of how it is collected, disclosure, retention, protection, etc.
I was also in agreement with his point that at the moment, virtual worlds and MMORPGs are more likely to be used by, or targeted by criminals rather than terrorists for any number of types of bad behavior from money laundering to piracy. He makes some compelling arguments about this in the later chapters of his book which echo those of Bruce Schneier.
Finally the constant theme in the book is that security must be considered at the outset of game design, rather than as an afterthought when production is near completion. He identifies a few pretty practical ways of organizing development teams to make sure that happens.
I am happy to recommend this book as a good general resource for professionals in the game industry as well as those with an interest in the field such as researchers and members of government agencies.
I’m also interested in reading what other people have to say, please either post here or write something on your own site and send me a link.