How could a dev theoretically stop their game from getting datamined?

How could a dev theoretically stop their game from getting datamined?

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wired.com/story/developer-altered-open-source-software-to-wipe-files-in-russia/
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no online
alternatively, self-hosted, unregulated online

online only

you cant. impossible. no way. anyone who says otherwise is a deluded schizo.

How about not implement stuff till is actually done?

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Google Stadia

If you wanted to keep something secret you could bake certain assets into the exe and encrypt them.

Streaming, like Stadia. If players ever get access to data on their own system, it will be mined.
...Alternatively, make such an uninteresting game that nobody even cares to datamine it.

Datamining is so fucking lame, it makes sense people are going to look for shit but the way it's become the norm instead of just seeing something when it comes out is pure autism.
>Always know what the new content is going to be because some faggot twitter user has mined all the upcoming content
>Easter eggs that might go unfound to years normally are known in the first week of a game's launch
isn't wrong though

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A coder recently made some edits to open source code that "targeted" Russian computers by obfuscating commands behind inline 64-bit encrypted strings.
wired.com/story/developer-altered-open-source-software-to-wipe-files-in-russia/

make it with flash

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don't use ukrainian pcs russian too?

It would take a little time, but they would just determine the method of decrypting the assets found within the executable.

The main point of avoiding things from being datamined, at least stuff that's not intended to be accessed early or at all, is to strip it from the final package.

Pokémon games are notorious for this, having mythical Pokémon (and the full Pokédex) made public on the day of the game's release, when these mythical Pokémon should only be officially announced months later.

unfortunately, because "coding" nowadays is inserting unoptimized commands into a GUI that is also unoptimized, "devs" can no longer do this because every patch would immediately be followed by 2-3 6-8 hour emergency bugfix downtimes for online games, and even worse for offline games since they can't stop people from playing the game and potentially running into a PC bricking bug.

i'm pretty sure the only way to "stop" data mining would to literally not give people access to the game data, which would involve some stadia shit where you stream the game from some other machine

it checked for russian IP addresses. Really cool if you're using a random VPN.

just break into google's sever farm and steal their hard drives. ez

As a blanket attack it was a really stupid fucking thing to do.
They didn't stop to think that some international operations might be taking place within Russia or Belarus.

Eventually they'd probably figure it out but it would be tricky since they wouldn't know what code is used to decrypt them before the exe actually attempts to do so.

I've only thought of one of two ways, both of which require a online connection.

Either have the client download the 'secret' assets online once the requirements to use it have been met, or keep the asset stored locally, but encrypt them with keys that are only given to the client through the internet once conditions have been met.

You could theoretically encrypt all assets then make each area and action have it's own part of a key that when combined will decrypt assets on the fly, but one that'll use a lot of processing power to always be doing, and two it'll be cracked open eventually unless the keys are stored outside of the clients sight, like online.

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Can't you just encrypt files?

If you're able to hook and sniff the executable whilst it's running, you should be able to reverse engineer the calls used to decrypt content if they were sloppy about it.
Tough to crack cryptography is often avoided or used sparingly because it does slow everything do, loading times, performance, etc.
Is why Denuvo fucks everything up.