SECSEC -

SecSec is computer security based MUD requiring only a telnet or SSH client and an active internet connection to play. It is written in newLISP and the source code can be found here.

Below, I have outlined information on some of the games mechanics, trying to detail every area of the game without going too in-depth. This is probably going to be more useful for myself than anyone else so I don't expect anyone to actually read it. None-the-less, if you find yourself doing just that and you decide that my implementation of a certain mechanic is stupid, please let me know. I am always open to suggestions and critique.

Overview: SecSec is designed to be as realistic as possible when representing its real life counterpart, without sacrificing enjoyability and playability for the players. I want to use the game to help illustrate the way things work in the computer security underground. As often and everywhere possible I stick to real-life exploitation techniques, operating systems, network topologies, and technology in general.

The game is opensource and - as stated above - is written in newLISP. I chose this language for a number of reasons but primarily it was because I was already familiar with the language and its strengths. With a small footprint, the list datatype, and an extremely intuitive syntax, I felt this was a sharp tool for the job.

SecSec, while multiplayer, does not incorporate your standard client/server infrastructure. Instead, I have opted to have the 'server' portion of the game run as a single instance on an OpenBSD server. The players then use a telnet or SSH client to connect to the server. They login and are immediately dropped into the game. Players may have multiple 'characters' but each will require their own telnet/SSH account on the server.

User Interface: The user interface in SecSec is driven through the terminal with ncurses providing organization of data. To start with, the UI is three-fold: command input, command output, and status.

Communication: Player to player communication will be implemented through both e-mail and IRC-like solutions. I'm even considering utilizing an in-game IRC client and allowing players the freedom that normal IRC warrants.

Players: Players assume the role of a hacker. Objectives in the game are host machines and entire network infrastructures. Possibly even other players, eventually, in an attempt to introduce PvP content.

NPCs: Law enforcement, some hackers, and various business entities will be included in-game as NPCs. Players will be able to interact with these persons through a number of ways and for different reasons. Example: A player may need to interact with law enforcement temporarily in order to facilitate a pay-off.

Hosts: Hosts are the MOBs of the game. The enemy. The idea here is that our players are pitted against a wide-assortment of different types of hosts (a la the real world), each acting as a sort of puzzle to be solved. Different combinations of skills will be required to successfully penetrate different hosts and some may require the cooperation of other players. Hosts, once compromised, will offer reward in a few different ways: skill acquisition/development and further entry into different network infrastructures.

Exploits: Exploits are the items/gear of the game. Different methods of exploitation can take place against target hosts and each player will be able to choose from their own personal library of exploits to determine the best combination required for a successful compromise. Exploits will immediately be available at start-game and as our players progress and advance in skill, new ones will be discovered, purchased, traded, and even created (through a crafting system of sorts).

Missions: Missions are essentially quests/jobs for our players to participate in. This will further develop the story and will help alliviate the 'grind' of simply hacking host after host, in a generic and/or arbitrary fashion. Missions will be available from NPCs to begin with. We're looking at implimenting other sources of missions (player-created missions, for example) in the future but nothing is final as of yet.

Crews: Crews are where we implement our co-operative play. These facilities will function as a guild does in other MMOs. Players will be able to join as many crews as they wish (at any given time) and will find benefits in doing so. Crew members will often times posess 0-days that you don't have - something that can be used to your advantage if he compromises a host as a direct result of this. Exploits can be shared at the players discression to the crews public library. Thus, joining a crew provides immediate benefit through the expansion of your personal exploit library.

Market: The black market will be essential for purchasing bot-nets, paying off law enforcement and other entities, and purchasing exploits/skill training from other players.