Remove controversial satirical piece 🔥

This piece was written back in 2014 before open sourcing Godot, and while its
intent is to be sarcastic, it leaves ample room for misinterpretation.

The intended meaning of this piece was, and always has been, the following:

Exploitative game mechanics suck. Games are a beautiful and artful medium
which can provide players with a wide range of experiences: entertainment,
enlightenment, joy, sadness... Games can be just for fun or they can bear
a message. They can connect people with each other or open the player's mind.

Make games worth your players' time and their money, and do your best to do so
while running a successful and respectful business. Hugs <3

(cherry picked from commit b872229427)
This commit is contained in:
Rémi Verschelde
2021-03-03 13:18:22 +01:00
parent c779a87cf4
commit 362ea4b5fe
2 changed files with 0 additions and 77 deletions

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@@ -1,76 +0,0 @@
.. _doc_encrypting_save_games:
Encrypting save games
=====================
Why?
----
Because the world today is not the world of yesterday. A capitalist
oligarchy runs the world and forces us to consume in order to keep the
gears of this rotten society on track. As such, the biggest market for
video game consumption today is the mobile one. It is a market of poor
souls forced to compulsively consume digital content in order to forget
the misery of their every day life, commute, or just any other brief
free moment they have that they are not using to produce goods or
services for the ruling class. These individuals need to keep focusing
on their video games (because not doing so will produce them a
tremendous existential angst), so they go as far as spending money on
them to extend their experience, and their preferred way of doing so is
through in-app purchases and virtual currency.
But, imagine if someone was to find a way to edit the saved games and
assign the items and currency without effort? This would be terrible,
because it would help players consume the content much faster, and as
such run out of it sooner than expected. If this happens they will have
nothing that avoids them to think, and the tremendous agony of realizing
their own irrelevance would again take over their life.
No, we definitely do not want this to happen, so let's see how to
encrypt savegames and protect the world order.
How?
----
The class :ref:`File <class_File>` can open a file at a
location and read/write data (integers, strings and variants).
It also supports encryption.
To create an encrypted file, a passphrase must be provided, like this:
.. tabs::
.. code-tab:: gdscript GDScript
var f = File.new()
var err = f.open_encrypted_with_pass("user://savedata.bin", File.WRITE, "mypass")
f.store_var(game_state)
f.close()
.. code-tab:: csharp
var f = new File();
var err = f.OpenEncryptedWithPass("user://savedata.bin", (int)File.ModeFlags.Write, "mypass");
f.StoreVar(gameState);
f.Close();
This will make the file unreadable to users, but will still not prevent
them sharing save files. To solve this, use the device unique id or
some unique user identifier, for example:
.. tabs::
.. code-tab:: gdscript GDScript
var f = File.new()
var err = f.open_encrypted_with_pass("user://savedata.bin", File.WRITE, OS.get_unique_id())
f.store_var(game_state)
f.close()
.. code-tab:: csharp
var f = new File();
var err = f.OpenEncryptedWithPass("user://savedata.bin", (int)File.ModeFlags.Write, OS.GetUniqueId());
f.StoreVar(gameState);
f.Close();
Note that ``OS.get_unique_ID()`` only works on iOS and Android.
This is all! Thanks for your cooperation, citizen.

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@@ -8,4 +8,3 @@ I/O
background_loading
data_paths
saving_games
encrypting_save_games