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TIGSource ForumsCommunityDevLogsSnoop-em-up: a hacking sim
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vestigialdev
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« on: October 19, 2015, 10:35:44 PM »

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Juskelis
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« Reply #1 on: October 19, 2015, 10:51:57 PM »

I've always wanted to be a hacker  Beer!
I really hope Snoop Dogg makes an appearance in this so the title can have a double meaning
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lithander
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« Reply #2 on: October 20, 2015, 02:56:46 AM »

If you could fuse "realistic hacking" with "accessibility" that would be amazing. I hate hacking minigames and the fake way hacking computers is illustrated in movies. I think I would enjoy playing a hacking game most when it is plausible and "make sense". So I'd rather have to apply hacking gadgets (hardware & maybe software) that does the hacking in some plausible black-box fashion then a hacking minigame as in Deus Ex: Human Revolution.

I personally wouldn't mind typing shell commands if the game does a good job at teaching me how to but I can see how that could allienate many players.
« Last Edit: October 20, 2015, 03:04:39 AM by lithander » Logged

Mr Speaker
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« Reply #3 on: October 20, 2015, 08:17:28 AM »

This game looks great! Following along! (Also, lithander - have you seen "else Heart.Break()"... very good balance between movie and "real" hacking)
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Juskelis
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« Reply #4 on: October 20, 2015, 05:15:55 PM »

Is there any particular aspect of hacking you really like? Is it more the typing in a terminal, or running around inside systems you're not supposed to be in?

I've never hacked anything so I don't know what exactly I'd enjoy from the process itself, but when I think the idea of figuring out this weird bug to get through a wall or get into a system you're not supposed to be in is really cool. It's almost like a puzzle game in my head, with the reward being exploration in a system.

If you have the movie trope of counter-hacking, that was always interesting because there was an element of strategy to it; though I've never seen a "hack fight" hit Yomi, which would be super badass if you accomplished it.
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Juskelis
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« Reply #5 on: October 23, 2015, 11:04:40 PM »

I don't know what lithander was going for with realistic vs accessible, but I think one thing that would help is to make sure the game makes sense to people who have zero hacking/computer experience. One example I can think of is that I have very little idea of what you mean by data exfiltration. It might help to have the system be simplified so that you maintain the higher levels of hacking and nix some of the details, or to just use longer (but more plain english) names for hacking techniques.

I think the website example is a good entry level idea of what I was thinking of, where the thought process could be where the player
  • notices address bar
  • realizes variables within address
  • recognizes common word variable (such as "balance")
  • changes values

You could honestly have a whole experience wrapped around address bar nonsense, where the first levels have really simple "balance=x" scenarios, and by the end they are extracting hashed data from URLs, but I'm getting ahead of myself. The step that is important is the step between recognition and change. In puzzler terms, its the step where the player knows the problem space entirely (goals included) and the step where the player teases out the path to the goal.

If I knew more about hacking, or really anything at all about hacking, I would give an extra example, but the URL example is pretty spot on. I guess another one would be like how Heartbleed (?) worked, where it would do array overflow to access someone's stuff, but that's much more high skill.

The main reason I brought up the versus thing is because I'm doing a project about competitive gameplay and the concept of Yomi (basically three thoughts ahead) is super ingrained in my mind right now.
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lithander
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« Reply #6 on: October 25, 2015, 06:07:19 PM »

If you could fuse "realistic hacking" with "accessibility" that would be amazing.
Can you point me to any examples that do this well?

No amazing hacking games that I know of. Sad

An idea would be to invest acquiring hacking hardware and software, intell and maybe contacts to specialists and then you just have to apply the right tool for the job. The player wouldn't concern himself about the nitty gritty details and so you wouldn't have to model them. That approach applied to a "kill your enemies" setting would mean it becomes more a strategy game then a first-person-shooter.

Another idea is to make the minigames more reality like... for example stepping through assembler code, comparing memory patterns, using the commandline to a combination of tools. of course the real thing wouldn't be accessible and fun but maybe you can capture the essence of it. :/
There are games that have cool lockpicking mechanics (e.g Thief 4) that emulate real lock picking even though it's much simpler to pick locks ingame then in real life.
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