There are some things I just understood about this whole issue.
Ytmh said:
1) I see nothing wrong with giving the player more options.
[...]A lot of those cheats in a way make the game something else than what it is without them. That's the key.
Right. Cheats can drastically change the experience. The developers want you to play their game in a certain way, the way that conveys their ideas and feelings, tells the story they wanna tell, and experience what they want you to experience. The developers try to make their game flexible, so a wide variety of people can play
the intended way, hence the scalable difficulty and whatnot. But not everyone enjoys the same type of games, or the same things
in the games. Like Shamus and many others who wanna experience the story without any hassle or difficulty, drive awesome cars that they can't be bothered to unlock legally, or just build houses in Sims without having to work for game money.
That's where cheats come in, and that's where the whole argument starts. Maybe you don't like the whole genre, but you like parts of a game and you want to experience those parts, and those parts only. Undeniably, that shoves the
intended game experience down the drain, but may entertain you. That may baffle and infuriate the fans of that genre, who are able and willing to play the
intended way thereby experiencing the
real deal. These people may argue that if you cheat in their game, that is but a bleak and distorted shadow of the full experience, and if you can't of won't play the
intended way you shouldn't play at all.
And they are absolutely right! They are trying to protect the game experience they hold dear, that the developers created for us with tireless work neglecting friends, family, themselves, and lost years of their lives for. To the fans, it's a kind of sacrilege to defile that experience with cheats. They don't want to keep you from playing the game, but they want you to play the intended way, to experience the real deal.
On the other hand, there are people who doesn't care about the meticulously detailed and paced story, the well crafted and designed gameplay or any of the details that make that game experience a whole, and are only looking for simple, clean fun.
And they are absolutely right, too! If they find that fun by cruelly ripping a chunk out of the full experience, it's their choice. Sure, they cripple the full experience for themselves, but if they have fun, who we are to judge? There are people who like some kind of games and dislike others. But if they can find fun in the games they otherwise don't like playing, even if it's not the "real deal", it's a win, doesn't it?
I may argue, that cheating in Silent Hill 2 is a blatant desecration of the game, because playing in god mode and with all weapons obliterates the constant fear and paranoia that is the main theme of the game. In other cases I may argue, that playing in god mode in FPS and other games is okay, because I don't like dying only to restore a quicksave and fight my way through the same places again, I just want to experience shooting people dead and wanna see the story. Some might say that makes me a hypocrite, but I think it just makes me a smart gamer. I can enjoy the genres I love, and I can also find fun in titles I can't or won't play the
intended way, and I think that's the key!
Ytmh said:
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.")
Exactly. The way the developers intends you to play
must be obvious from the start, and cheats
must be well hidden, but accessible with a little research. That's what my last post in this thread was all about. Because if you don't know any better, you will play in that X way. If you have difficulty playing, and cheats are not obviously there, you may consider giving it another try, and with a little luck, you may succeed and grow to like the full experience. But if cheats are blatantly in front of you from the start, you may never bother to try and play the intended way, and just cheat your way through the game from the fist sign of difficulty. I think that's very bad. That was my story with X3: Terran Conflict a few posts back. I think that's the most important issue with cheats. Cheats must be there, not so obviously that it discourages gamers to put in an effort to play the real thing, but accessible enough so you can turn to them if you got really stuck and not give up the game altogether.
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.
Nintendo Power and other gamer magazines come to mind. In those days, cheats were not at all obvious, in fact, you had to buy a magazine, and read through to
have a chance of finding tricks and cheats for you game. There was no internet, no Google, no IM, no mobile phones, and in general, communication was slower. The cheats were in the games, but to get to them, you needed a code, and tracking them down was a chore itself, so many people decided to suck it up and overcome the challenges in the game instead, and in many cases it did pay off big time. But today, you are one simple Google search away from finding cheats, trainers and walkthroughs for whatever game you got stuck in.
The worst way is incorporating cheats as unlockables. That's a paradox right there, since it requires you to play the game, pass certain challenges (for which you need cheats to pass) to unlock cheats. Blows my mind. Like in Red Faction Guerrilla, if you managed to unlock some cheats, and turned them on, from that point onwards achievements were disabled and you were unable to save your game. What purpose on Earth does that serve? It's stupid. Sure, in earlier games, the game itself scorned you for using cheats, ridiculed you, labeled you a cheater and some games made your gaming harder in some other areas, even to the point, that it denied cheaters the use of some special items or bonus stuff. Note, that
it didn't made the game unplayable, but it made you feel like shit for cheating.
In those times, using cheats was a sign of weakness, and that was the incentive not to use them. I think that was an awesome concept. If you are not willing, too lazy, or "too weak" to play the game the way it was intended, you had the option to use cheats, but you had to bear the consequences. I think we need to revert back to that. You wanna play in god mode? Sure, go ahead,
you sissy! You wanna watch the story as a movie? Yea, go for it, you
lazy bastard!
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.
Yes, but we need to impose certain limitations on this whole thing, like I said up there. Constantly using cheats may be fun for someone, but it also makes some people whiny bitches, complaining about games being to hard. We need to make games for the people who enjoy them
as they are, and we can provide help, cheats, crutches for those who are not able or not willing to play that, but provide incentive for them to get better and play for real.
Just my $0.02