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What is cheating?

December 18th, 2007

I was struck by this paragraph in this Massively article about Live Gamer:

Raph’s idea seems to be that RMT is simply another ancillary service that can spring up and provide revenue around the MMO market (of which this very site you’re reading is one). But there is a serious difference between RMT, and services like the one this site provides (in the form of MMO news and guides). RMT is still, among most players, considered cheating. As most people trying to make money off of RMT have pointed out, it’s a cultural thing, much more ingrained among Westerners than anywhere else. But it’s still a perception that exists– it’s OK to look at a strategy guide to become a better player, but it’s not OK to pay real money for better gear.

The thing that’s funny is that yes, of course players regard RMT as cheating. But make no mistake, looking up the steps to a quest was once upon a time a bannable offense on many muds, and widely considered cheating. (Calling the sites out there today “strategy guides” is a bit of stretch — they’re more like complete walkthroughs). Powerlevelling someone was once upon a time a bannable offense on some muds. Going through a quest with someone and telling them the steps. Chatting the location of an item on a public channel. You get the idea. Yes, all of Allakhazam is the equivalent of something that would have gotten scorn and anger from among both the playerbase and the admins.

Frankly, the definition of cheating has grown a lot more lax over the years. The early mud culture was very big on avoiding spoilers, at least in the quest-oriented muds. (Many of the quests were, of course, much more complex and more like adventure game puzzles). People were granted the powers of game admins based on levelling to the top of the game — and it was presumed to be important that they had intimate knowledge of the game, so powerlevelling someone was looked down upon.

Over time, we got game design solutions to stuff like powerlevelling. To a point anyway — the practice continues, but it’s nowhere near as egregious as it was in the days before stuff like XP scaled by level. On some muds, you could group a newbie and a level 100, have the newbie stand out of the way, and level the newbie a pile of levels at once by having the level 100 kill a few high level mobs.

It may be that we get game design solutions to RMT as well — and they will probably work in the same partial way, to minimize but not cure. But I also think it’s just as likely that like “strategy” sites we reach a cultural accommodation.

Cheating is, in the end, violating the spirit of the rules. But the spirits of games evolve, for better or worse, and not always in ways we like (I reference again the tale of Monopoly, and how it changed from an anti-landlord game into a game celebrating greed). It isn’t the designers doing it, usually — rather, it’s designers conceding ground under the weight of player pressure and market pressure. You may call it pragmatism or you may call it caving. Either way, those of us left behind will always sit and bitch about what used to be a purer, nobler sort of game.

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