Cheating Is Good For You :)

Post » Sun Oct 10, 2010 8:20 am

I found this article (forbes.com). It is old but very intresting. I have highlighted the passage Crytek should READ ;)

Cheating Is Good For You

Mia Consalvo 12.14.06, 9:00 AM ET

Most of the time, we think of cheating as despicable. Cheating is what lazy people do. It's the easy way out. Calling someone a cheater is rarely a compliment, and being cheated is never a good thing.

At least, in everyday life it isn't--outside of the occasional "cheat day" on a diet. But what about in the world of videogames? After spending the last five years talking with game players, game developers, security experts and others, I've learned a few counterintuitive things about cheating.

First, everybody cheats. Some may justify it, others proudly proclaim it, and others will deny their cheating vigorously, but it's a common activity. Players use walkthroughs, cheat codes, social engineering techniques (basically being crafty and tricking others), hacks and other unauthorized software. Cheats are popular, big business and not going away anytime soon. Individual gamers set boundaries for what they will or won't do, and there are several general reasons why people cheat. But either way, can the activity be good for you?

When I first started examining the practice of cheating, I took it as a given that most people viewed it as a negative activity. Cheating implies that you aren't a good enough player to finish a game on your own, or that you want an unfair--and unearned--advantage over other players. Yet in researching why people cheat and how they cheat, I've found that, much of the time, cheating actually implies a player is actively engaged in a game and wants to do well, even when the game fails them.

There are four major reasons why players cheat in a game: they're stuck, they want to play God, they are bored with the game, or they want to be a jerk. The overwhelming reason most players cheat is because they get stuck. Either the game is poorly designed, too hard, or the players are so inexperienced that they can't advance. A boss monster can't be beaten, or a puzzle solved, or the right direction found. In such situations, players face a choice: They either cheat or stop playing altogether.

The next most common reason is that we all like to play God sometimes. We want all the weapons or all the goodies, and we want them now. We don't want to wade through 20 levels to get to the one we like best--we want to beam directly there. We don't want to drive around in a boring car--we want to "unlock" the invincible bicycle instead. In those situations, cheating is about extending the play experience for ourselves. No one is harmed in the process.

Third, we can get bored with games. But as with an annoying novel, we still want the option of flipping to the last page to see how things turn out. In a game, we may find the fighting tedious, or the storyline dreary, or the never-ending grind to reach higher levels in World of Warcraft just too much trouble, and so we use some sort of cheat to jump ahead in the game's timeline, maybe all the way to the conclusion.

And finally, some people just can't resist cheating others. We want to overwhelm others, not just defeat them. We'll use "aimbots" (programs that automatically aim and shoot for us) or "wall hacks" (programs that allow you to see and even walk through walls) to gain every advantage in an online shooting game. Or we'll intercept the data stream in an online poker game to find out what cards our opponent is actually holding.

But even if everyone does it, why is cheating actually good for us?

First, players get stuck all the time. It doesn't matter if you are a master at real-time strategy games--if it's your first action-adventure game, you might be really bad at it. Likewise, maybe the game developer rushed the game out the door with less than perfect directions or a less than perfect design. In those situations, cheating lets the player keep playing the game they spent good money on. It can mean the difference between completing a game and abandoning it mid-stream.

Imagine reading a book and getting to a difficult passage in chapter three. And then imagine the book won't let you skip to chapter four until you have signified you understand that passage. This is how many video games are designed.

Now imagine instead that players can consult walkthroughs (in essence, detailed, step-by-step directions to winning a game) on an "as-needed" basis to help them through the troublesome spots, or receive "hints" that help them figure things out on their own. Players who have completed the game create these walkthroughs for later players. In short, players are teaching one another and learning from each other, and getting only the information they need to keep going. Everyone is taking an active part in playing and learning how to play. This is a good thing for everyone involved.

Next, players often use cheat codes, which unlock special items or powers, to get the most value from a game. This suggests that players enjoy the game so much that when they reach the end, they want to play it more. That means more opportunities for interaction with the game. Cheat codes can be hidden in a game for players to find and then share with others. Or, codes can be awarded to excellent players, or given to newer, more tentative players to encourage them to keep playing. Cheat codes can keep the experience enjoyable in different ways for different players.

What about when players get bored? Game designers don't usually want them skipping to the end of a game. Yet does the game need to have a linear progression? Could players choose where in the game to go next, or the elements they want to tackle? Are there different ways to succeed--through battle, through puzzle solving, through dialog? Different players have different skill sets, so giving everyone an equal shot at doing well is preferable. As is allowing players to more quickly get to the sections they find rewarding.

But what about the jerks? Everyone wants a perfect opponent like Lisa Simpson, but more often we end up playing with her brother Bart. In EVE Online, for instance, one player, Nightfreeze, allegedly cheated his in-game friends and rivals out of hundreds of millions of in-game "credits" using nothing but fake accounts, a public library's telephone, some help from friends, and his wits.

In such situations, the value is found not in the cheating itself, but in our reaction to it.

There are a couple of things that can be done to either stop this sort of cheating or make it a positive aspect of play. Users themselves often encourage a culture of non-cheating, making cheating not cool. Most commonly, player communities can take an active role in deciding what happens when people are discovered cheating. Psychologists have found that when playing games, if players aren't allowed to punish others they suspect of cheating, the game community falls apart. People will even pay money out of their own pocket to punish cheaters. So figuring out ways to keep the larger community involved in dealing with cheaters can keep the group engaged in ways that "regular" game play might never allow for.

As counter-intuitive as it may seem, cheating can sometimes be good for you. It can keep you active and involved in a game, reward game play and allow expert players to teach others. It can indicate to developers when games are too hard or flawed, and it can even help a community form. We will never get rid of cheating, but at least in games, we can make it a positive thing, even a way to teach and learn.

Mia Consalvo is an associate professor in the School of Telecommunications at Ohio University. Her current research examines women's game play, the economics of the videogame industry and pedagogical uses of games. She has just written the book Cheating: Gaining Advantage in Videogames , to be released by MIT Press in 2007.
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kristy dunn
 
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Post » Sun Oct 10, 2010 12:17 am

Take your novel somewhere else please..



NEXT
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Siobhan Thompson
 
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Post » Sun Oct 10, 2010 12:49 am

go to pormdotcom please and leave us understand wtf is going on with the jerks (maybe like you) who cheat...
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Becky Cox
 
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Post » Sun Oct 10, 2010 5:13 am

Yeah im goin to be on pormDOTcom all day and be thinkin on your wannabe physical scientist thread.
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Melung Chan
 
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Post » Sun Oct 10, 2010 12:29 am

i guess you love to flame on every topic here. it`s a good thing because ppl like you make this less boring ;)
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Sudah mati ini Keparat
 
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Post » Sat Oct 09, 2010 10:33 pm

I don't care if people wants to cheat offline, in a competitive online game cheating can never be good, no matter how big the text wall is there's simply no excuse for it.
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c.o.s.m.o
 
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Post » Sun Oct 10, 2010 3:07 am

The only part of that article that I agree with is that cheating in single player after you've completed a game can be fun to dike around with.

Other than that, the rest of that article was total horse ****.

If you cheat in single player, whether it's because the game is broken or because you can't beat it, you're a fool, and you threw your money out the window by skipping over the challenges, which is what the whole point of the game is.

If you cheat in multiplayer it's either because you want to appear aloof and uncaring because you hope it will make "cool" people notice you, because even you know you're too big of a loser for anyone to do so as it is, or it's because you're a dikeless, insecure loser whose only hope for finding value in their life lies in scoreboards and rankings and as long as you can show that number to your mom or whatever, even if you didn't earn it, you can deny reality and pretend you're awesome.

Cheating is NEVER good. The last part of that article is saying something akin to "It's good that women get raqed so that we know to make laws against it!"
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k a t e
 
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Post » Sat Oct 09, 2010 4:45 pm

TL;DR
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MatthewJontully
 
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Post » Sun Oct 10, 2010 4:29 am

Hmmm, calling in-game, deveopler supplied cheat codes to On-line cheating the same is a "interesting" way to look at things. To imply on-line cheating is some how good for anyone is even more amazing leap of logic.

Wall of text ? TL:DR ? You guys are something else. It's barely the length of a magazine article.
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Manny(BAKE)
 
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Post » Sun Oct 10, 2010 12:17 am

It is a good read indeed.

And I agree 100% with the idea behind the highlighted part. If we apply that particular idea to the game at hand here for those who missed the point:

Yes the game needs serious security updates, and yes we all know no matter the security precautions there will be cheaters around (although certainly not as bad as now) But, and a big "but" in that.. They won't even be half as effective as giving the multiplayer community their own tools to deal with it.

Vote-kick on the fly is the first one which I can think about. But surely that will be not enough;

Means to create our own little hubs with options like: being able to see the game-mode rotation in servers, easier ways to add people to friends list.

As the posted article suggests, these options will not only help us -the players- to play in a more even playground, but in the long term it will help CryTek to form a self-driven player community around the game. Players will be led to communicate with each-other to gather in certain servers, to kick cheaters etc. etc. It will not only be remarks like "that shot was BS!" "You're a noob!" but players will ask others to join-in in some form of activity even if it is a most basic one like "lets kick this cheater out of "our" server". Which is pretty much the point of article and I do agree 100%.

This would be ultimately for Crytek's own good. Good article btw, a fresh breath =)
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Prue
 
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Post » Sun Oct 10, 2010 12:33 am

Online cheaters are insteresting group of people. They know they are stupid, slow, inferior ... simply they svck.
Soooo what is the only option to be able to play with non retarded players? Cheating! They won't try to practice, that's just too hard, they won't try to get better because of their mental limitations.
As i said it's interesting group of people that accepted the fact they are inferior.
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D LOpez
 
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Post » Sun Oct 10, 2010 12:31 am

I agree there is nothing wrong if you want to cheat at the single player. Multiplayer is different because everyone has the same game, flawed or perfect, so that makes the playing field the same for all players. We all have the same multiplayer game. As soon as another player starts up a cheat, the game becomes unfair to everyone else. Period.
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NEGRO
 
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Post » Sun Oct 10, 2010 3:51 am

Yep cheating is great I luv getting shot accross the map by a bouncing NANO idiot aim bot with a feline. Yep that sure is a great long range gun. Mowing the field down and then zip from one place to the next with x3 the speed and unlimited ammo energy. Such a healthy way. good fun yep.
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Sheila Esmailka
 
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Post » Sun Oct 10, 2010 5:50 am

lol
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Esther Fernandez
 
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Post » Sat Oct 09, 2010 5:29 pm

Cheating in multiplayer: You are a coward.

Cheating in singleplayer: Can be fun to play as God or whatever once you have beaten the game legit first.
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Natalie J Webster
 
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Post » Sat Oct 09, 2010 7:24 pm

Isn't this just entirely from the point of view of the cheat?
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mimi_lys
 
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Post » Sat Oct 09, 2010 10:36 pm

Online cheaters are insteresting group of people. They know they are stupid, slow, inferior ... simply they svck.
Soooo what is the only option to be able to play with non retarded players? Cheating! They won't try to practice, that's just too hard, they won't try to get better because of their mental limitations.
As i said it's interesting group of people that accepted the fact they are inferior.

is true
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jennie xhx
 
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Post » Sat Oct 09, 2010 10:22 pm

ALRIGHT JIM JONES - WHAT ARE WE TO DO NEXT THEN?
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Kerri Lee
 
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Post » Sat Oct 09, 2010 10:23 pm

As much as saying cheating can be good to say something is flawed a.k.a oh hai ur game got cracked open, look at what some games went into despite the possibility of the given community to ban/kick cheaters. That's right, the community fell apart regardless or lost a good chunk of its own.

Cheating kills gaming communities. Maybe very old loved games might get away with it, but that's because cheating back then didn't plague the damn game on release day. People got to discover in the "legit box" its mechanics, physics and dynamics. Once you have a love for the game, develop some online friendship, be in a group of buddies/clans manage to reach e-sports, it becomes a lot different.

For every game back then despite the cheating, it occured much later. Community had time to flourish and became strong minded enough. E-V-E-R-Y single game that I have bought the last 4 years even if I could grasp its potential, I could not fully discover, experiment or perfect its play because of the cheating becoming popular due to how easy it is to do it and so soon. It's like vocal applications used to group up and pvssyr with your irl buddies because they are in a different country now or with online gaming people getting their server hacked and jizzed on.

Funny part is, you don't get to meet people running into you to interrupt what you're doing. Why? Because many have learned that they don't get away with it so easily, or have enough sensitivity in the life of things to think that they wouldn't want people to do that to them. Yeah of course there are some exceptions.

But in the cheating online multiplayer? They don't have to give a **** because nothing can happen to them, or virtually, so the average morals just snap out. As a result, cheating, or ruining it for the others consciously or not (if not, denial or just not caring) just multiplies as things go. It's like when someone would talk about community psychology is shifting. But I take cheaters as a different gaming community.

Yeah I know, such a seperatist sentence but hey. Internetz.
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Breautiful
 
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