Photos: Richard Thurman
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GAMEBOTS: When Thurman went into automated gold
farming, he purchased stacks of computer gear
[bottom] and set up a bank of computers [top] to
play Ultima Online for virtual currency, which
he later exchanged for real money.
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Thurman has been part of it from the start. You might
even say he helped establish it. A software specialist
with a bachelor's degree in business information systems
and a master's in computer science, both from the
University of Phoenix, he spent three years applying
himself to milking Ultima Online,
then one of the most popular multiplayer games, for all
he could. At his peak, he had a fleet of 30 computers
automatically raking in game gold, earning him more than
$25 000 per month.
Subverting video games isn't new. Geeks have been
figuring out how to exploit game technology to their
advantage for decades, giving themselves extra “lives”
in Pac-Man
or switching into invincible “God mode” in Doom. When massively
multiplayer games such as Ultima Online,
from Electronic Arts of Redwood City, Calif., and
EverQuest came onto
the scene during the last decade, the emergence of
virtual economies raised the stakes. You weren't just
competing for ego anymore; you were gaming for dollars.
Other factors helped attract hackers. For example,
economies of scale. Online games are not just for nerds.
The action is mainstream. Hordes of engineers,
accountants, lawyers, and other wannabe knights and
knaves do battle in EverQuest (dubbed
“EverCrack” for its addictiveness), World of
Warcraft, and other games. Schoolchildren,
college students, and GenXers are playing such online
games as Halo
3 on the Xbox 360 or Madden NFL 2008
on the Playstation 3. Many graying gamers take to casual
online games, such as bridge and chess. It doesn't take
much more than a computer and an IP address to access
your passion.
Thurman started playing Ultima Online as
an undergraduate in 1997. He couldn't help but wonder
if, through a few hacks, there was a way to make his
game-playing experience better. After surfing around, he
came upon software such as UOAssist and EasyUO. When run
in conjunction with a game, those programs gave players
advanced macros, which are keyboard shortcuts to speed
up mundane tasks such as healing yourself after battle.
He realized he was on to something.
Thurman left Phoenix in 1998, moved to Dallas, and
began working full time as a support engineer for a
large software company, which he also prefers not to
name. He continued thinking about hacking Ultima Online,
and he became aware of the growing real-world market for
virtual gold. The problem was that he couldn't amass it
fast enough to make a decent buck. But, he thought, if
he could create an auto-playing robot, something that
could basically play the game for him—then maybe he
could cash in.
Drawing on his programming knowledge and with the help
of DIY hacker sources online, such as Fravia.com,
Thurman got to work. He started by shelling out $800 for
a reverse-engineering software tool called IDA Pro from
DataRescue of Liège, Belgium. IDA Pro lets users see the
structure of a program's logic. Point it at a program,
and it creates a flowchart of how the software works.
Thurman directed the tool to the “client” software he'd
downloaded to his PC to let him to play Ultima Online.
(The client software is what every player downloads in
order to play.)
Basically, IDA Pro reverse-engineered Ultima Online's
inner workings. Not only did it let Thurman see the
basic functions of the client software, it also let him
see the specific memory addresses where the software
stored key variables such as the player's location in
the game world, an inventory of the player's
possessions, and the status of the player's health.
That information led Thurman to write a chunk of C++
code that he inserted into the client software to allow
it to communicate with Microsoft.Net, a development
environment for Windows computers. In effect, the C++
code functioned as a kind of outlet to the servers
running the game. With that done, he needed,
essentially, to write a plug to stick into the outlet.
He wrote that plug in Visual Basic. Once complete and
installed in his machine, it could exchange information
with the Ultima
Online client in his computer and, through
that client software, the Ultima Online
servers at the Redwood City headquarters of Electronic
Arts. In other words, he got access to the brains
running the game.
Next, Thurman set up his bank of computers [see
photos, GAMEBOTS]. He chose the cheapest
off-the-shelf PCs available that had enough power to run
Ultima
Online, and he bought 30 of them. Each was
equipped with an Intel Pentium 4 or a Celeron processor,
a gigabyte of RAM, and a 20‑GB hard drive. He connected
the bank of PCs to three monitors and a network of six
cable modems, four routers, and a Toshiba tablet PC that
he used to manage the whole operation.
Then he got down to business. The plan was that each
of the 30 PCs would play the game individually, creating
a character and then using that character to perform
tasks that would earn gold. Thurman wrote software to
randomly generate details about the characters—names,
classes (fisherman, say, or fighter), and skills (such
as magic or cooking), saving him the trouble of creating
each character manually. He cloaked his identity by
purchasing anonymous gift cards to set up accounts
rather than paying for them with a personal credit card
(the gift cards are no longer being sold).