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Beyond Swords and Spells: 7 Video Games Where You Can Become a Master Hacker

Video Games

Most video games today are typically RPGs, or role-playing games, where players immerse themselves in shooting or story-driven adventures. However, there's a fascinating niche of games that center around hacking and cybersecurity. In this article, we'll explore games that delve into the world of hacking, offering a unique twist on the traditional RPG experience. These video games simulate hacking and coding, allowing players to step into the shoes of a hacker. Players will engage in a variety of hacking activities, from infiltrating secure networks to writing complex scripts, all while navigating different scenarios and motives. Whether it's for personal gain, justice, or survival, these games provide a captivating glimpse into the hacker's world. If you're intrigued by the intersection of gaming and cybersecurity, read on to discover some of the top titles in this genre.
Top Video Games with Hacking & Cybersecurity Elements

7. Hackmud

The theme of the video game: Hackmud is set in a fictional digital universe where players assume the role of hackers known as "scripts." The game is a text-based interface that is navigated by players to manipulate systems, uncover secrets, and engage in virtual espionage. The game's narrative revolves around uncovering the truth behind various in-game factions and mysteries.  The cybersecurity and hacking themes: Hackmud focuses on social engineering, cryptography, and system exploitation. It challenges players to think creatively in order to bypass security measures and infiltrate networks. The game mirrors real-world cybersecurity processes through the complexity of digital systems and their vulnerabilities.

6. NiteTeam 4

The theme of the video game: NiteTeam 4 is a game where players get to be elite cybersecurity operatives tasked with defending against global cyber threats. The game's narrative unfolds through missions involving espionage, data theft, and digital warfare in a politically charged environment. The cybersecurity and hacking themes: It provides a realistic simulation of cybersecurity operations, focusing on offensive and defensive tactics. Players learn to use tools like penetration testing, network analysis, and cryptography to investigate and mitigate cyber threats. The complexities of modern cyber warfare and the ethical dilemmas faced by cybersecurity professionals are portrayed in the game.

5. Cyberpunk 2077

The theme of the video game: Cyberpunk 2077 isn’t necessarily a hacking game like every other one on this list, but it does have a hacking minigame in the midst of it. The game is set in a dystopian future where V, a mercenary navigates through a society dominated by corporations and social inequality, unchecked advanced technology, and cybernetic enhancements. The cybersecurity and hacking themes: The game explores the implications of corporate control over data, surveillance, and privacy. Hacking occurs when players of the game have to work to manipulate systems, steal information, and influence events. Cyberpunk 2077 reflects real-world concerns about digital security, surveillance capitalism, and the ethical boundaries of hacking as a tool for both the resistance and the exploiters.

4. Greyhack

The theme of the game: Greyhack is a multiplayer hacking simulator where players engage in competitive and cooperative hacking activities. The game's world features simulated networks, servers, and security systems that players can manipulate and exploit for personal gain or strategic advantage.  The cybersecurity and hacking themes: Greyhack portrays realistic hacking scenarios, including network penetration, data exfiltration, and cyber warfare tactics. Skills surrounding information gathering, social engineering, and vulnerability exploitation are developed as the game serves as a virtual training ground for understanding cybersecurity threats and defenses in a controlled environment.

3. Hacknet

The theme of the video game: In Hacknet, players step into the shoes of a recently deceased hacker whose digital ghost continues to operate in the underground world of cybercrime. The narrative unfolds through missions that involve hacking into systems, uncovering conspiracies, and dealing with the consequences of digital infiltration.  The cybersecurity and hacking themes: The game educates players on real-world hacking techniques such as network scanning, password cracking, and system manipulation. It explores ethical dilemmas surrounding hacking activities and the legal repercussions of cybercrime. Hacknet aims to explore the importance of cybersecurity awareness and the impacts of digital vulnerabilities.

2. Midnight Protocol

The theme of the game: Midnight Protocol is set in a cyberpunk future where players control an AI agent tasked with infiltrating networks to gather intelligence and manipulate information. The narrative explores themes of artificial intelligence, digital espionage, and the consequences of technological dependency.  The cybersecurity and hacking themes: The game poses players with complex hacking puzzles and strategic decision-making. Midnight Protocol emphasizes social engineering, data manipulation, and network infiltration techniques. The game illustrates the evolving landscape of cybersecurity threats and AI, along with how it protects and exploits digital assets.

1. UpLink

The theme of the game: In UpLink players are freelance hackers hired by a secretive corporation to perform cyber espionage and sabotage missions. The game's narrative unfolds through missions that involve hacking into secure networks, stealing data, and covering tracks to avoid detection.  The cybersecurity and hacking themes: This game has multiple hacking activities like network penetration, virus deployment, and digital espionage. UpLink challenges players to balance risk, reward, and the ethical implications of hacking and being a cybercriminal in a hyper-connected world.  We hope at least one of these aligns with an area you would like to explore, and with an area of hacking you would like to practice. These games explore the different ethics surrounding hacking and how it can be helpful or harmful.

Nvidia, Powered by A.I. Boom, Reports Soaring Revenue and Profits

By: Don Clark
22 May 2024 at 18:14
The Silicon Valley company was again lifted by sales of its artificial intelligence chips, but it faces growing competition and heightened expectations.

© Jim Wilson/The New York Times

Jensen Huang, Nvidia’s chief executive, in March. The company reported revenue of $26 billion in its latest quarter, tripling its sales from a year earlier.

EFF to Ninth Circuit: There’s No Software Exception to Traditional Copyright Limits

11 March 2024 at 18:31

Copyright’s reach is already far too broad, and courts have no business expanding it any further, particularly where that reframing will undermine adversarial interoperability. Unfortunately, a federal district court did just that in the latest iteration of Oracle v. Rimini, concluding that software Rimini developed was a “derivative work” because it was intended to interoperate with Oracle's software, even though the update didn’t use any of Oracle’s copyrightable code.

That’s a dangerous precedent. If a work is derivative, it may infringe the copyright in the preexisting work from which it, well, derives. For decades, software developers have relied, correctly, on the settled view that a work is not derivative under copyright law unless it is “substantially similar” to a preexisting work in both ideas and expression. Thanks to that rule, software developers can build innovative new tools that interact with preexisting works, including tools that improve privacy and security, without fear that the companies that hold rights in those preexisting works would have an automatic copyright claim to those innovations.

That’s why EFF, along with a diverse group of stakeholders representing consumers, small businesses, software developers, security researchers, and the independent repair community, filed an amicus brief in the Ninth Circuit Court of Appeals explaining that the district court ruling is not just bad policy, it’s also bad law.  Court after court has confronted the challenging problem of applying copyright to functional software, and until now none have found that the copyright monopoly extends to interoperable software absent substantial similarity. In other words, there is no “software exception” to the definition of derivative works, and the Ninth Circuit should reject any effort to create one.

The district court’s holding relied heavily on an erroneous interpretation of a 1998 case, Micro Star v. FormGen. In that case, the plaintiff, FormGen, published a video game following the adventures of action hero Duke Nukem. The game included a software tool that allowed players themselves to build new levels to the game and share them with others. Micro Star downloaded hundreds of those user-created files and sold them as a collection. When FormGen sued for copyright infringement, Micro Star argued that because the user files didn’t contain art or code from the FormGen game, they were not derivative works.

The Ninth Circuit Court of Appeals ruled against Micro Star, explaining that:

[t]he work that Micro Star infringes is the [Duke Nukem] story itself—a beefy commando type named Duke who wanders around post-Apocalypse Los Angeles, shooting Pig Cops with a gun, lobbing hand grenades, searching for medkits and steroids, using a jetpack to leap over obstacles, blowing up gas tanks, avoiding radioactive slime. A copyright owner holds the right to create sequels and the stories told in the [user files] are surely sequels, telling new (though somewhat repetitive) tales of Duke’s fabulous adventures.

Thus, the user files were “substantially similar” because they functioned as sequels to the video game itself—specifically the story and principal character of the game. If the user files had told a different story, with different characters, they would not be derivative works. For example, a company offering a Lord of the Rings game might include tools allowing a user to create their own character from scratch. If the user used the tool to create a hobbit, that character might be considered a derivative work. A unique character that was simply a 21st century human in jeans and a t-shirt, not so much.

Still, even confined to its facts, Micro Star stretched the definition of derivative work. By misapplying Micro Star to purely functional works that do not incorporate any protectable expression, however, the district court rewrote the definition altogether. If the court’s analysis were correct, rightsholders would suddenly have a new default veto right in all kinds of works that are intended to “interact and be useable with” their software. Unfortunately, they are all too likely to use that right to threaten add-on innovation, security, and repair.

Defenders of the district court’s approach might argue that interoperable software will often be protected by fair use. As copyrightable software is found in everything from phones to refrigerators, fair use is an essential safeguard for the development of interoperable tools, where those tools might indeed qualify as derivative works. But many developers cannot afford to litigate the question, and they should not have to just because one federal court misread a decades-old case.

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