This is semantic nonsense. There is no linguistic requirement to be able to define a word in such a way as to allow a neural observer to determine if something will or will not fit in a category defined by that word.
There's a logical requirement. If you ask for a piece of fruit, you don't anticipate a sane person handing you a wrench. Even though "fruit" is still more vague than "apple", it carries agreed upon properties that allow people to generally identify something as a fruit and not a wrench or a yacht.
The "nonsense" is saying a word then changing its meaning according to whim.
However, there is nothing *wrong* with using subjective criteria to define a category.
You can have viable subjective criteria. However, it still needs to be self-consistent. A 1-10 pain scale is a subjective scale, but a 4 shouldn't sometimes mean mild pain and other times mean excruciating pain if you're using that same scale twice.
Using developer intent as part of the definition of exploit is perfectly valid linguistically
I'm pushing for a rational framework, and it's strange for this quote to be following language that calls someone else out for using semantics! Developer intent is not valid because when people use it you get wrenches and concrete donkeys when you ask for fruit, because it turns out everything can be fruit. Even linguistically, that's not useful. What's the purpose of a wharlgarble, linguistically? Only to the extent that it has consistent meaning attached. Which is none, like usage of "exploit" here.
If what you really care about is people using the word exploit to malign in-game actions unfairly, I suggest one or more of the following approaches:
- attack the negative connotation the word has in the gaming context (the more general definition of the noun has a much more positive connotation)
- attack the (often implicit) argument that because something wasn't intended in the game design that it shouldn't be done
- direct the discussion to the actual practical effects that the alleged exploit has on the game, good or bad
I could do those things, or I can point out that finding an action someone thinks should be changed and calling it a wharlgarble is not a useful argument, nor does it hold up to logical scrutiny. The irrationality/inconsistency of the use bothers me more in the context of this thread than the actual practical effect in a game that's tuned so poorly that a military advantage would typically be decisive before it matters in practical competitive settings.
As it is, your attempt to make people precisely define a word (something that few people could do with most words we use) is looking to me more like argument for argument sake rather than anything productive.
Thing is, you can pin down things like "pipe" or "vitamins" in a way that it translates between people (IE the words have meaning). Exploit doesn't meet that standard. I will not accept that over wharlgarble unless that changes. The most productive thing I can do is to convince posters in this thread to cast out the useless consideration of "exploit" and start working on your 3rd bullet point without the red herring. Instead most are still going with "I don't think its intended" or "it's an exploit because reasons but your comparable example isn't because reasons". I don't like that. It's intellectually rude and it shows there's still confusion even now.
ny tactic that relies on bugs to work can be defined as an exploit. For example, the infinite gold and the horse economy.
I object. Horse economy as an "exploit" when 1) unit refund gold was originally part of the design and 2) so were the cards does not and can not hold up. You would have to make the case that literally any option that is imbalanced or too strong relative to others is an exploit, or at minimum to set some threshold whereby something is OP by "too much" to reach those boundaries.
Any tactic that relies on tools and mechanics outside the rules of the game is an exploit. For example, use of aimbots in shooting games.
I contend that this should typically (almost always) be disambiguated as cheating. If you try to equate the two, we're opening an even bigger can of worms on page 4 here.
If GotM came out with some BS rule like "don't use exploits", then penalized someone for using horse economy when it still existed,
I would consider that outright dishonest, and would have no qualms questioning the credibility of the format or the motives of those running it. If you instead expressly banned horse economy in advance, then not using it is part of the rules of the format.
In a competitive format, this distinction is crucial.
A player, when faced with this moral question
How is the distinction a moral consideration? How can one be morally confused about something they can't even coherently define for themselves?
A bug is a defective mechanic, clearly not working. For example, the infamous infinite gold bug. Or a tactic that relied on the -2 appeal from mines.
Is using a bug necessarily an exploit? Does one have to rely on a bug before it becomes an exploit? What about when it isn't clear, like a way to make the game give the players way less WW, but the game doesn't state the actual rules?
In this case, every case should be treated differently, since there's no common basis for comparison.
"Let's make up the rules as we go" can work in single player. That is not acceptable practice in a competitive format.
Or at least that's how it ought to be.
From where comes the shouldness?
You misunderstood -- I'm asking why 'intended' features should be treated differently from 'unintended' feat
And to further this point, developers (often!) state intention that is inconsistent with other mechanical implementation they leave in the game. Using those becomes exploits, because they go against stated intent...or aren't, because they were left in the game? Which side of the catch-22 would be used in such a case
? Right now the answer is still "make up rules as we go", and not even in-game rules, but social expectations of play!
I only harp on the use of 'exploit', because people throw it around as if they're implying something relevant, but don't say anything to justify the implication.
That's why I harp on it too, but we keep seeing the assertion that it's relevant with simultaneous skipping over functional rationale for why that is
.