I agree with the article, and I have a few observations to contribute:
1) I see nothing wrong with giving the player more options.
That's what I think cheats really are. Take for example the Sims 2; the game is probably unplayable to 80% of the people into it without the cheats (like turning off aging!) A lot of those cheats in a way make the game something else than what it is without them. That's the key.
For example if I just want to play architect or whatever, I don't want to "play the game" to get the money to do it, I just want to actually design the house RIGHT NOW. Cheats let me do that, and everybody wins since I'm still playing the game (very much) and the developers didn't really do anything other than add a little option (money cheat in this case.)
Doom was already mentioned. Here the cheats can offer an entirely different gameplay experience which while it may have "no challenge" is not just dismissible because of that. Regardless how "boring" it can get to be invincible and kill everything, I still do it every so often because damn I just need things to die once in a while. Another obvious plus of cheats is for debugging if the game allows modding. After all, I'm really into custom levels (Action Doom, GO!) and sometimes I don't really care for playing it, I just want to go look at what someone did or a specific area. IE, there are a lot of legitimate purposes for leaving those cheats in. But that's an entirely different topic altogether how so few games today are mod-friendly (Sidenote: look at what people do with SF4 on PC.)
2) There's no necessity to treat gamers like idiots.
The cheat/option thing can be summarized in a simple way: The developer intends you to play the game in X way, so he makes that way present and obvious. Someone who doesn't know better will play in that X way. However, there's no reason why he can't leave open other ways to experience the same thing but not make them obvious (this is, I think, the real reason why cheats could be a "secret.")
Contrast with the example of the Sims 2 above, where I think a lot of those cheats should've been actually in the menus (Sims 3 actually added the aging cheat to the menu!) Maybe discouraged by a little blurb. I remember in Rise of the Triad if you tried to play with infinite ammo in a netgame the game would give you a warning "That's crazy!" and if you accepted anyway it said (along with thunder effects!) "You've been warned!" That's the way to do it (though in that case it wasn't so much of a "cheat," since everyone got infinite ammo, but it warned that it can make the game very frustrating. I thought it was hilarious, tho.)
In other words, the developer should make clear how he/she intends the game to be played, but if possible not make it the ONLY option. (Another example is the excellent REZ, with the "travel" mode, though even then it had its limitations.) Take in good faith that gamers will seek out their own way to enjoy the game rather than cry out "it's been ruined!!" because they used a cheat. After all, it's like saying that the someone who is fat because they eat too much should be blaming the food makers rather than themselves for it.
3) If I see a Ferrari on the box, I want to goddamn drive it.
I will say this right now: I tend to not like having to unlock content. I don't mind it, though, when I'm actually enjoying the game and getting stuff as a bonus, but otherwise if the game locks me out of 90% of the experience because I can't sink 50+ hours into it there's only one solution in my eyes: time to cheat.
Now, this applies to racing games for example more than RPGs, for obvious reasons. However, the problem remains the same. I may want to play a game entirely because of its plot but can't because the gameplay is terrible (Rule of Rose,) or simply a chore to get through (Grinding for levels) or simply take too much time (Legend of Dragoon, anyone?) There could as well be an option to just cheat your way through these problems, since in the end what I end up doing is downloading a save and/or just getting a walkthrough anyway.
I mean, the same point as above is applicable in cases where the gameplay IS a big part of the story (it'd be a bit silly to skip gameplay in the Katamari games after all, right?) but this doesn't say anything against giving the player the option and not exactly encouraging it. After all, think of it this way: Assuming you pay X for a game, you are not just paying for the first 15 minutes in case you don't have time. Think of it like a book (as everyone apparently loves book analogies around here,) you can "cheat" in a book by going back and forth and skipping sections altogether. Sure it doesn't compare to the experience of reading it from start to end, but sometimes you just want to look at a particular chapter/thing (and maybe if you like THAT you may want to read the entire thing, who knows?) The author-intended order for reading it is implied in how the book is made and the same should be for games.
Now a couple of examples:
For example, I downloaded a save for NFS:Most Wanted just to see what kind of upgrades/etc you get and all the stuff you can do at the late stages. Likewise with MC3:dub. Both games though I played also from scratch since I thought they were pretty good, though I kept the completed saves just for the occasion where I wanted to skip ahead and have some fun driving the crazy stuff you get at the end. The fact I had to go through so much trouble to do any of this is stupid.
Contrast with Outrun 2006 for PS2. You have a "GET EVERYTHING" cheat at the very start of the game. No, it doesn't prevent you from having your own save to "earn" stuff anyway but in this case since Outrun is a goddamn arcade game I didn't WANT to "earn" anything. I just wanted to sit there and play the (AWESOME) game. This is quite literally the "I want to drive that goddamn Ferrari right now" scenario. Kudos to Sega for understanding that and including that cheat for those of us who want to only play the game.
And contrast, again, with Gran Turismo series. I never got a save for those or "cheated" save for the occasional money earning loophole, but they also included an arcade mode. The bad thing is obviously that you need to unlock stuff in the arcade mode, which is absurd. If it's supposed to be instant action, why do you require people to sink time into it if it's not anything to do with skill? Likewise, it's GRAN TURISMO, the other 90% of the game is an abyss in terms of timesink and "unlocking" stuff. I would say that's actually bad design, in this case.
And finally for a non-racing example, take Gradius V. A shooter, right? Well the game has finite continues at the start so you can't literally beat it unless you're magical (it's a hard game!) but you have time-unlock for the number of continues you get, eventually unlocking freeplay for just playing enough. I think this approach works fantastic for the game since you can be sure you'll beat it eventually once you can continue forever, but it tempts you to try anyway even if you know you can't (and I found myself playing much better just to see how far I could get with the limited continues.) It gives you the option and all you have to do is... just play. And since it's gradius we're talking about, playing it IS the main point. Hell, it even gives you stage select as you beat the levels (which I think is fine in this case, I don't want to die in 1 second by jumping to the last level!)
So, I think in general how you handle the cheats/content accessibility issue is dependent on the type of game and it's almost impossible to generalize what would be "best," as each game experience is different depending on the genre/developer, etc. However, I do think that the issue has yet to see real discussion and a lot of the developers are sort of "flying blind" when making decisions concerning this stuff.
It goes beyond just giving the player a "win button" or something, but actually how much "game" counts as "game," since to me when I've cheated through something to see the plot/whatever there's not much "game" to talk about, since it's more like turning the pages on a book rather than a challenge of any sorts. I don't think any of this is inherently bad, since it contributed to my enjoyment of the game beyond (or in spite) what the actual designer intended.
So yeah, that's all I wanted to point out.
1) I see nothing wrong with giving the player more options.
That's what I think cheats really are. Take for example the Sims 2; the game is probably unplayable to 80% of the people into it without the cheats (like turning off aging!) A lot of those cheats in a way make the game something else than what it is without them. That's the key.
For example if I just want to play architect or whatever, I don't want to "play the game" to get the money to do it, I just want to actually design the house RIGHT NOW. Cheats let me do that, and everybody wins since I'm still playing the game (very much) and the developers didn't really do anything other than add a little option (money cheat in this case.)
Doom was already mentioned. Here the cheats can offer an entirely different gameplay experience which while it may have "no challenge" is not just dismissible because of that. Regardless how "boring" it can get to be invincible and kill everything, I still do it every so often because damn I just need things to die once in a while. Another obvious plus of cheats is for debugging if the game allows modding. After all, I'm really into custom levels (Action Doom, GO!) and sometimes I don't really care for playing it, I just want to go look at what someone did or a specific area. IE, there are a lot of legitimate purposes for leaving those cheats in. But that's an entirely different topic altogether how so few games today are mod-friendly (Sidenote: look at what people do with SF4 on PC.)
2) There's no necessity to treat gamers like idiots.
The cheat/option thing can be summarized in a simple way: The developer intends you to play the game in X way, so he makes that way present and obvious. Someone who doesn't know better will play in that X way. However, there's no reason why he can't leave open other ways to experience the same thing but not make them obvious (this is, I think, the real reason why cheats could be a "secret.")
Contrast with the example of the Sims 2 above, where I think a lot of those cheats should've been actually in the menus (Sims 3 actually added the aging cheat to the menu!) Maybe discouraged by a little blurb. I remember in Rise of the Triad if you tried to play with infinite ammo in a netgame the game would give you a warning "That's crazy!" and if you accepted anyway it said (along with thunder effects!) "You've been warned!" That's the way to do it (though in that case it wasn't so much of a "cheat," since everyone got infinite ammo, but it warned that it can make the game very frustrating. I thought it was hilarious, tho.)
In other words, the developer should make clear how he/she intends the game to be played, but if possible not make it the ONLY option. (Another example is the excellent REZ, with the "travel" mode, though even then it had its limitations.) Take in good faith that gamers will seek out their own way to enjoy the game rather than cry out "it's been ruined!!" because they used a cheat. After all, it's like saying that the someone who is fat because they eat too much should be blaming the food makers rather than themselves for it.
3) If I see a Ferrari on the box, I want to goddamn drive it.
I will say this right now: I tend to not like having to unlock content. I don't mind it, though, when I'm actually enjoying the game and getting stuff as a bonus, but otherwise if the game locks me out of 90% of the experience because I can't sink 50+ hours into it there's only one solution in my eyes: time to cheat.
Now, this applies to racing games for example more than RPGs, for obvious reasons. However, the problem remains the same. I may want to play a game entirely because of its plot but can't because the gameplay is terrible (Rule of Rose,) or simply a chore to get through (Grinding for levels) or simply take too much time (Legend of Dragoon, anyone?) There could as well be an option to just cheat your way through these problems, since in the end what I end up doing is downloading a save and/or just getting a walkthrough anyway.
I mean, the same point as above is applicable in cases where the gameplay IS a big part of the story (it'd be a bit silly to skip gameplay in the Katamari games after all, right?) but this doesn't say anything against giving the player the option and not exactly encouraging it. After all, think of it this way: Assuming you pay X for a game, you are not just paying for the first 15 minutes in case you don't have time. Think of it like a book (as everyone apparently loves book analogies around here,) you can "cheat" in a book by going back and forth and skipping sections altogether. Sure it doesn't compare to the experience of reading it from start to end, but sometimes you just want to look at a particular chapter/thing (and maybe if you like THAT you may want to read the entire thing, who knows?) The author-intended order for reading it is implied in how the book is made and the same should be for games.
Now a couple of examples:
For example, I downloaded a save for NFS:Most Wanted just to see what kind of upgrades/etc you get and all the stuff you can do at the late stages. Likewise with MC3:dub. Both games though I played also from scratch since I thought they were pretty good, though I kept the completed saves just for the occasion where I wanted to skip ahead and have some fun driving the crazy stuff you get at the end. The fact I had to go through so much trouble to do any of this is stupid.
Contrast with Outrun 2006 for PS2. You have a "GET EVERYTHING" cheat at the very start of the game. No, it doesn't prevent you from having your own save to "earn" stuff anyway but in this case since Outrun is a goddamn arcade game I didn't WANT to "earn" anything. I just wanted to sit there and play the (AWESOME) game. This is quite literally the "I want to drive that goddamn Ferrari right now" scenario. Kudos to Sega for understanding that and including that cheat for those of us who want to only play the game.
And contrast, again, with Gran Turismo series. I never got a save for those or "cheated" save for the occasional money earning loophole, but they also included an arcade mode. The bad thing is obviously that you need to unlock stuff in the arcade mode, which is absurd. If it's supposed to be instant action, why do you require people to sink time into it if it's not anything to do with skill? Likewise, it's GRAN TURISMO, the other 90% of the game is an abyss in terms of timesink and "unlocking" stuff. I would say that's actually bad design, in this case.
And finally for a non-racing example, take Gradius V. A shooter, right? Well the game has finite continues at the start so you can't literally beat it unless you're magical (it's a hard game!) but you have time-unlock for the number of continues you get, eventually unlocking freeplay for just playing enough. I think this approach works fantastic for the game since you can be sure you'll beat it eventually once you can continue forever, but it tempts you to try anyway even if you know you can't (and I found myself playing much better just to see how far I could get with the limited continues.) It gives you the option and all you have to do is... just play. And since it's gradius we're talking about, playing it IS the main point. Hell, it even gives you stage select as you beat the levels (which I think is fine in this case, I don't want to die in 1 second by jumping to the last level!)
So, I think in general how you handle the cheats/content accessibility issue is dependent on the type of game and it's almost impossible to generalize what would be "best," as each game experience is different depending on the genre/developer, etc. However, I do think that the issue has yet to see real discussion and a lot of the developers are sort of "flying blind" when making decisions concerning this stuff.
It goes beyond just giving the player a "win button" or something, but actually how much "game" counts as "game," since to me when I've cheated through something to see the plot/whatever there's not much "game" to talk about, since it's more like turning the pages on a book rather than a challenge of any sorts. I don't think any of this is inherently bad, since it contributed to my enjoyment of the game beyond (or in spite) what the actual designer intended.
So yeah, that's all I wanted to point out.