Agree? Disagree?

blackice

Chieftain
Joined
Apr 20, 2001
Messages
13
Location
Canada
CHEATING IN GAMES
Today's games come with intentional cheat codes and third parties create other cheats. This is fine; but a subtler form of cheating is exploiting a game's loopholes. This is also ok since finding and using a game's loopholes is a challenge and often the only way to survive.

But loopholes remove the rest of the game's challenge and its associated personal growth and fun. Sadly, loopless games are hard to make and rare. So, instead of not playing most games, people often just outlaw the loopholes. Seeking mastery, some people also outlaw simple, easy, or degenerate tactics to bring difficult and complex tactics to bear.

So, cheating is actually a continuum and is relative to the observer's ability and intention with the game. This causes disputes in games: the accuser says the accuse cheated. Usually though, they simply differ on what they tacitly outlawed. The accuser thinks the accuse intentionally cheated. Symmetrically, the accuse thinks the accuser is only angry that the tactic worked so well. Tensions will spiral if they share their thoughts.

Of course, sometimes a person intentionally cheats for emotional reasons, such as frustration or anger. Subtler is when, hedonistically, vu cheats just to feel the pleasure of winning.

Trying to win causes pleasure to be associated with winning (cathexis), while actually winning fires off that pleasure but lessens the association (inthexis or extinction). When a person wins by cheating, the pleasure association is quickly depleted (athexis) since vu doesn't have to try and the cathexis process is lacking.

Generally, once a game's challenge is gone, a person often uses cheat codes to wring out the last bit of pleasure from the game. This ruins the game for vu since, afterwards, playing the game without cheating is boring. This is actually good since it removes any residual addictions and provides closure to the game. However, vu shouldn't start out using the cheats.

A designer can assure a game's longevity by making its challenge adapt closely to the player's ability. Vu can assure its adoption by carefully balancing cathexis and inthexis at the beginning of the game. Vu can raise its popularity by making cheat codes explicit and minimizing loopholes.

John LeFlohic
March 4, 1999

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"Oto'idi, a to jebnu"

Anyoung ha say yo!
 
Why exactly is this here?

As for your statement, I think it would be rather hard for the game designer to "[make it's] challenge adapt closely to the player's ability" when there are numerous players of varied skill levels...
 
Originally posted by Herandar:
Why exactly is this here?

As for your statement, I think it would be rather hard for the game designer to "[make it's] challenge adapt closely to the player's ability" when there are numerous players of varied skill levels...
<IMG SRC="http://forums.civfanatics.com/ubb/flamethrower.gif" border=0> <IMG SRC="http://forums.civfanatics.com/ubb/Instagib.gif" border=0>

Actually they modeled the AI strategy after taking input from the best civ'ers at the time.

Second why do you think it is here lol.

What does it say...

 
This thread really should have been more on 'cheating in general'. Then it could have gone on the off topic board and actually have had some responses...

My view is that alll players should agree at the start of the game what they think is actually cheating. For Example if on Unreal or Quake no one objects to me camping for a few rounds then its okay but if several people complained then I woulndn't since I don't really mind.
 
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