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24870: RE: [MUD-Dev] TECH: Trusting Network Clients

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From: Jesus Lopez <jelorol@yahoo.es>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 28 Aug 2002 19:38:12 +0200 (CEST)
References: [1]
Organization: Kanga.Nu
Crosbie Fitch <crosbie@cyberspaceengineers.org>:

> The player is not the enemy!

You make an interesting point regarding the player behaviour, and
that's what exactly happens in games with a reduced number of
players who know each other and trust, right. But in games with a
larger pool of players, the probability that one or more of them
actively seek cheating raises dramatically ( even non players may
try to hack the game, like the all those hackers who are making
every day cracks for games and applications).

And if just one player finds out how to cheat, he will probably tell
his closest companions, his friends or even post something on
Internet. Then you are done, because an extreme mayority of the
players who find this information will make use of it, and this
behaviour (taking advantage of something without effort)in deep
inside each of us, and won't probably be changed by the game design.

Sorry, but if there is a large pool of anonymous players, odds are
that someone is hacking the client, so no trust is possible.

Cheers,

Jesus 
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