The Cost of Insecurity - Griefing: from
Anonymity to Accountability
by Steven B. Davis
Copyright © 2005-8, IT
GlobalSecure Inc.
The dark side of the explosive growth
of online gaming has been an infestation
of griefing and cheating. Griefing is
truly an "Internet" problem. The
relative anonymity of Internet
communications has resulted in a decline
in civility, and the massive scale of
the online games has resulted in a loss
of "adult supervision". After all, if
you were playing a face-to-face
role-playing game, you would likely not
"grief" for fear of being slugged or
snubbed by your soon-to-be-former
friends. First, to define somewhat
formally our terms:
Griefing – an act, action, or
communication that is technically legal
under the rules of the game (as
implemented and enforced in software),
but is disruptive to the game experience
of others. Such activities may be
prohibited by Terms of Service and are
often beyond the pall of ordinary human
decency and common sense.
Cheating – an act or action
that is illegal under the rules of the
game (as implemented and enforced by
software) that has been circumvented by
any means including altering of game
state, communications, race conditions,
buffer overruns, etc.
Griefing and cheating are of concern
to game developers, publisher and
operators because they cost money.
Customer Impact:
- Players quit because they don't
like the negative experience
- New players don't join because
they don't want the hassle
- Ethically ambivalent players get
expelled (they wouldn't have cheated
or griefed if they knew they would
get caught).
Company Impact:
- Increased
customer service support costs
to deal with complaints, real and
perceived
- Increased in-game customer
service costs
- Increased technical support
costs to identify threats
- Increased technical support
costs to counter threats
- Increased technical support
costs to identify and remove
malicious players
Of course, game companies can and do
ignore
security problems – sometimes the
cost to fix a problem is just too high.
Also, because of the structure of the
games industry, developers, who are best
positioned to address these problems,
have little to no financial incentive to
do so. They get paid for delivering a
working game on time and on budget.
There is often no reward for reducing or
even planning for "lifecycle support".
Publishers have not addressed these
issues since most revenues come within
the first several months of a product's
release – long before annoying security
problems (and bugs) become visible.
Online gaming has changed this
dynamic. Simply adding network play can
add 10% to 40% to the sales of a title.
After all, if you want to play with a
friend online, you can't borrow her
copy; you have to buy one yourself (see
Battle.net, Counterstrike for Half Life,
and the forthcoming Guild Wars). This
effect is magnified for expansions and
follow-on products. If subscription or
pay-for-play is added, the revenue
opportunities for a single title (and
the corresponding impact of security
flaws and bugs) multiply. In January
2005, Bungie terminated thousands of
Halo 2 players for cheating and griefing
- costing Microsoft tens to hundreds of
thousands of dollars in revenue per year
[1].
This article will focus on one of the
most pernicious aspects of griefing –
harassment and abusive communications.
We will explore existing solutions and a
sample alternative from both a technical
and business perspective.
No "Right to Anonymity"
Insults and harassment are virtually
routine for many online games. The
anonymity afforded to online game
players has given rise to widespread and
increasingly aggressive harassment. The
hardcore gamers that are otherwise
prized by game companies are often the
worst offenders and taunt "n00bs" [2].
This, of course, is the riskiest time
for a game operator – new players are
liable to abandon a game that they find
hostile. There is often a perception of
a "right to anonymity". There is no
legal basis for this and, in fact the
Privacy Act in the US did not come into
being until 1974 [3]. Sexual and racial
harassment also, regrettably, occur too
often.
In-Game, Community, and Customer
Support
To fight these problems, as well as
to address other issues, game companies
provide customer support and community
features. Apparently as many as 25% of
customer support calls are due to
griefers. This direct avenue for
complaint is also a direct cost to the
game company. The most common "griefer
counter-measure" is to put in place a
strong community system. Depending on
the game, these community services
provide clan features, friends lists,
reputation stats, and other features
both to tie players more closely to the
game and create an environment that
reduces anonymity for misbehaving
players. One of the best features of a
strong community system is that it can
provide substantial security benefits at
negligible cost. After all, the game
developer is putting the system into
place for business growth and marketing
purposes.
There are two main limitations of
community systems. First, malicious
players can often create new accounts
(especially for free game services)
removing the effectiveness of the social
stigma of griefing. And second,
malicious players can use the
anti-griefing system to cause further
grief by wrongly accusing players of
griefing. This is an excellent and
unfortunate example of griefers using
the game system against itself and other
players. Some online game services, such
as Battle.net, XBox Live, and Valve's
Steam have the capability to tie a
license key or other unique tag to a
Player. XBox Live has apparently banned
several thousand players for griefing.
The other major form of support is
found in persistent world games where
live monitoring of game play through
Game Masters is often a part of the
environment. This gives the game
provider the ability to respond in near
real time to griefing incidents. This
solution is quite powerful, but it does
come at a cost. First, the game operator
must staff the live team with sufficient
Game Masters to handle griefing as well
as their other functions. Considering
that online games are 24x7x365
operations, each in-game position may
require 5 full-time employees. The cost
of salaries and benefits for such an
employee can range for $25,000 to
$50,000, so the cost for having one live
position equivalent dedicated to
griefing problems will range between
$100,000 and $300,000 per position
per year.
The cost of managing griefing can
grow rapidly for a game service provider
– causing the problem to be neglected,
redirecting staff from other
assignments, or increasing the total
staff cost for the game. For a small
game, these costs can be the difference
between success and failure. For a large
game, these costs are a continual drag
on the bottom line.
Given these numbers, a game company
can make a decision as to whether a new
security solution is needed. If griefing
is at all a problem in a game, it is
probably costing hundreds of thousands
of dollars. Minimum. The question is,
are there solutions, and what do they
cost?
Answers
A security solution wouldn't stop,
but should detect, and hopefully deter
the griefers. Stopping griefing through
"dirty word" lists is almost impractical
– though Disney's Toontown Online
architecture that eliminates "chat"
except among trusted friends [4] is an
ingenious exception. This solution
worked excellently in Toontown's unique
environment, but for most games, a
general-purpose communication capability
– either via text chat or voice - is
integral to the game experience. Real
"dirty word" lists are very vulnerable
to "misspelling" attacks that will
thwart the security system while
effectively conveying the harassing
message. Live license keys are fairly
effective, but they do not have a strong
binding mechanism to an individual
message. Similarly, credit card
controlled accounts for massively
multi-player games can strongly identify
an individual player during a session,
but they also cannot be bound to a
potentially offending message. The best
tool to bind a message to an individual
is a digital signature.
While there are numerous sources that
can explain how digital signatures work,
the important feature they support is
non-repudiation. Non-repudiation is the
property that only one individual could
have signed a message. This works by
taking advantage of the critical
characteristic of public key
cryptography. Namely, that knowing the
public key (P) "half" of a
public-private key pair will not allow
the reconstruction of the private
(secret) key (S). Thus, I can broadcast
my public key to everyone and they will
be able to decrypt my messages, but only
I can encrypt them.
I can then use my private key to
"sign" a message by encrypting a hash of
the message (or the message itself).
Then, anyone can use my public key to
validate my signature:
The signed message:
S(message) or
message,S(hash(message)) – where only I
know S( ).
The verification process:
P(S(message) = message or
P(S(hash(message)) = hash(message) –
where everyone knows P( ) & hash( ).
Now, if we build our communication
system (either voice or text) and we add
in a digital signature system, players
will not be able to deny their messages.
If a player can store and forward these
messages to the game operator, the
operator will have an undeniable record
of the conversation. This has several
benefits. First, the potential griefers
will be deterred knowing that their
actions are not-deniable nor spoof-able.
This is probably the most important
characteristic of the system. Deterring
griefing (like crime) has a much better
return on investment than hunting down
and catching griefers. This actually can
be extended to regular in-game actions
to deter spawn camping and other
griefing problems. Second, the game
operator can reduce the live team and
customer support staffing for
grief-management because the reliable
capture of grief communications means
that real-time response is less
critical. Players can post messages for
reliable adjudication and both sides of
a conversation can be used as reliable
evidence – which leads to the third
benefit: fewer customer disputes and
complaints.
This quick introduction to an
anti-griefing system has, of course,
short-changed many details. For example,
a public key infrastructure needs to be
put in place to make this system work
(to issue, distribute, and maintain
public and private keys). Also, there
needs to be a way to ensure that the
signatures are actually bound to an
individual. Finally, the infrastructure
for reporting and handling alleged
griefing incidents must be created.
There are many tools to help you
implement such a system, and some of
them are free. One I like is Tom St.
Denis's LibTomCrypt
(http://libtomcrypt.org/), though there
are many others. Companies like RSA
(http://www.rsasecurity.com), Certicom
(http://www.certicom.com), others
provide commercial cryptographic
toolkits. Our company, IT GlobalSecure,
can easily support signed messaging as
part of our anti-cheating product,
SecurePlay (http://www.secureplay.com)
Implementing security systems
securely is a distinct engineering
discipline – good technology can be
undermined by a poor system
implementation and business processes.
Also, there are export and other issues
that may be a factor, depending on your
markets and the specific security
technologies you choose.
Conclusions
Security needs to be judged by the
same standard as any other product or
service – does it reduce costs or gain
customers and revenue? In the discussion
above, effectively reducing harassment
griefing could result in direct cost
savings of between $75,000 and $200,000
per position per year (by simply
changing from 24x7 anti-griefing support
to 8x5 coverage. In fact, even if the
size of the problem remained the same,
there would be a 10-20% savings by
simply eliminating shift work). If, as
cited, griefing accounts for 25% of
support calls, a substantial portion of
those resources can be allocated
elsewhere.
This article has reviewed the cost of
insecurity due to griefing for online
games. We discussed both the business
issues as well as the technology. Online
gaming is unique – cheating and griefing
security problems are clearly and
directly reflected in your profits. The
problems are real and their impact on
your revenue can be clearly measured. As
you have seen, security problems can be
addressed without technical solutions.
But you've also seen that a compelling
case can be made for investing in
protecting your game and your bottom
line.
[1] http://www.bungie.net/News/TopStory.aspx?story=weeklywhatsjan14.
Given the $50 ($49.99) yearly
subscriptions to X-Box live, the cost
per thousand banned is $50,000 (US). One
should commend Microsoft, Blizzard,
Bungie, and others for being willing to
disclose security problems and to
actively address them.
[2] "Inflicting Pain on Griefers",
David Becker,
http://news.com.com/Inflicting+pain+on+griefers/2100-1043_3-5488403.html
[3] Surprisingly, the US actually has
quite weak privacy laws. Online game
developers should be aware that in many
places in Europe and Asia, privacy laws
are quite strict and should be
considered in the design of an online
service. They may affect both the
collection and storage of individual
data and marketing information.
[4] Mike Goslin, "Postmortem: Disney
Online's Toontown", Gamasutra/Game
Developer Magazine, 1/28/2004. |