EA will use its own anti-cheat system for the PC version of FIFA 23, the long-awaited football video game. The company has chosen this to prevent computer gamers from taking advantage of those who play on a console.
“Our Game Security & Anti-Cheat team has worked hard to develop and support technologies that allow us to better protect our players’ interest in fair gaming, and that’s why Announcing the release of EA AntiCheat (EAAC) with FIFA 23 on PC”, says Elise Murphy, senior director, game security and anti-cheat at EA, in the official blog.
By having your own system, you will be able to act quickly depending on the circumstances. “Third party anti-cheat solutions are often opaque to our teams and prevent us from implementing additional privacy controls or customizations that provide greater precision and granularity for EA-specific game modes. With EAAC, we have full ownership of the security and privacy posture, so we can fix security issues as soon as they arise“, Add.
Because FIFA is one of the most competitive games and it qualifies as an eSport, it will be crucial for everyone to have the same opportunities. “For games that are highly competitive and contain many online modes like FIFA 23, kernel mode protection is absolutely vital.. When cheat programs operate in kernel space, they can make their cheat functionally invisible to anti-cheat solutions that live in user mode.”, he adds.
Also, the decision to create EAAC in kernel is due to the current trend in cheat codes. “Unfortunately, recent years have seen a huge increase in cheats and cheat techniques that operate in kernel modeso the only reliable way to detect and block them is to have our anti-cheat operating there as well”says Murphy. “In addition to EAAC protecting our PC gamers from cheaters, our console players who are matched with PC opponents will also be protected from cheaters operating on PC platforms”, he assures.
On the other hand, EA is also studying the possibility of adding this system to other games. “We are working with our game studios to determine the anti-cheat needs for each project. For single player titles or titles without competitive ladders or leaderboards, the cheat landscape is different”, he asserts.
In addition, depending on the video game, it could even be redesigned so that players do not take advantage of vulnerabilities. “Depending on the title and type of game, we may implement other anti-cheat technologysuch as user mode protections, or even forgoing taking advantage of anti-cheat technology altogether in some cases, opting instead to design the game to make it resistant to certain types of traps”, he concludes.