Originally Posted by sakinnuso
Any chance of turning this into an turn-based asynch experience like Highborne HD? Streamlining the controls and queing up commands ala Highborne or Hero Academy, and you might be able to salvage it.
I'm curious: in what ways would turning a game that is already an asynch experience into an "asynch experience", streamlining the controls and the addition of command queuing help combat piracy?
Perhaps the streamlining wil simplify the game and make it less appealing to pirates and players alike. That sorta makes sense.
Originally Posted by DaviddesJ
For online games, the ultimate answer has got to be some verification/authentication system that only allows purchasers to play online, not anyone who's got a copy of the app from anywhere. But much of this is up to Apple to help implement.
MMO/online competitive multiplayer/MOBA ways to go. Online player accounts and login screens. No pay, no account, no play. Only way to play on the official servers is to hijack someone's account.
To this day, one of the few documentedly effective ways to combat piracy (especially for small titles, where the creation of dedicated private servers + the jailbreaking/iExploring needed to direct the iOS client towards the pirate servers might seem a wee bit ambitious in lieu of paying 5 dollars). And while it might be a tad annoying to have to log in every now and then, what with the iDevice focus on having a very small interval between launching an app and tapping away, it is a price I guess many of us would pay to play a game like Battle Dungeon, and a method that requires no involvement or implementation from Apple whatsoever.
There are a few titles for iOS that already rely on this method. It would be interesting to hear from Gameloft if they have found any evidence of private servers or account hijacking of Heroes of Order & Chaos and Order & Chaos Online.