Stop the witch hunt: Exploits are not cheating

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Monday, October 08, 2012
EDITOR'S NOTEfrom Sam Barsanti

I've been on the receiving end of too many people using sniper rifles like shotguns in multiplayer shooters to say I enjoy the use of exploits, but I still think Carlos has a point. It seems pretty iffy to say it's "wrong" to do something in a game if the game allows it.

Ladies and gentleman, this crap needs to stop.

An alarming number of massively multiplayer-game fans actually believe (and defend by pointing to Terms of Use documents) that it is "cheating" to do something in-game without the assistance of anything outside the scope of the game (like hacks and whatnot) that MMO developers consider an "exploit."

 This mindset is as anti-gaming as it comes -- right behind the travesty known as Super Smash Bros. Brawl -- and it has to be squashed before it really gets out of hand (though it's already far too widespread).

 The latest example of this buffoonery is ArenaNet, the company behind the otherwise really cool MMO Guild Wars 2, which has been banning players for -- get this -- walking up to an in-game vendor and purchasing an item.

 That's it.

 
Are any of those characters a vendor?
BREAK ALL OF THEIR LEGS TO BE SURE.
 
 
Well, not quite. The items in question are obtainable via a special in-game currency (separate from the "normal" one) called Karma. High-end items were erroneously listed for way, way less Karma than they should have been, enabling players to purchase really powerful gear really early. This gave them a head start by allowing them to make copious amounts of the "normal" currency by selling to other, higher-level players.

No hacks were involved. They literally went up to the vendor and bought the item. BAM. Permabanned.

(And no, I didn't get banned for this. I, sadly, know better than to assume I can truly explore the game space of any MMO. Part of the reason I don't take MMOs seriously, even if I find many of them fun.)

Oh, ArenaNet decided to give the "offending" players a chance to "atone", but it still doesn't address the underlying problem.

Games are awesome. No, that's not the problem, that's the thing threatened by the problem.

Games are awesome because they are virtual worlds with objectives and rules enforced by the game itself. Real life is something much more complicated. While nothing stops me from committing acts of vandalism, social order will eventually find and punish me even though physical reality has no set wall between me and the act.

But in games, anything you can do is, well, fair game.

Part of the reason Street Fighter players who whine that throwing is “cheap" are rightfully called scrubs is because they fail to grasp this very core concept in gaming. They forget the idea that whatever is in the game goes. Even if throwing were reasonably unfair (it's not), it's in the game. It is a tool available to everyone who plays. It requires nothing external (i.e., hacks, physical intimidation in real life, etc.). It is there, fair, and just, so to the victor go the spoils. Rightfully so.

Look at these fantasy scrubs being all polite and giving throw-backs.
BREAK ALL OF THEIR LEGS TO PREVENT MERCY.
 
 
Yet in MMOs and other multiplayer communities, this is frowned upon or even condemned. A paladin finds a way to kill a World of Warcraft raid boss in one hit? He gets a ban. Players in Arathi Basin find a way out of the confines of the gated starting area before the match starts to cap nodes early? Banned. "Exploiting" raid lockouts and the Raid Finder system to double up on epic loot? Banned. All WoW examples, but a simple Google search will find you more, and from other games.

Now ArenaNet is getting in on the lunacy, for a thing that was their fault to begin with. 

It's a disgusting trend. Gamers looking to get better at the game -- objective betterment being a core tenet of gaming, real gaming, not the Jonathan Blow and hipster indie crowd "storybook gaming" nonsense -- are punished for using everything available to them including finding out how to exploit (not an evil term) what's in the game to their benefit, and improve. Get better. Win. Get further ahead.

Game design is where developers should stop activity they don't want to see.

I really don't like warp zones in Mario games; I'd rather they play out Yoshi's Island style, with you needing to tackle all the developers' and level designers' balanced challenges to meet the win condition. However, I cannot fault anyone for using them. They are there, and fair game. It is no less an accomplishment to warp to World 8-1 from 4-2 than to struggle there from 7-4.

Well well, looks like we gots us a potential exploiter!
BREAK ALL OF HIS LEGS FOR LORD BOWSER.
 
 
I really, really, really don't like Street Fighter X Tekken for a number of reasons, gem system included, but in any venue where gems are allowed, you're a fool to not pick the ones that will help you take first place.

Speaking of which, imagine if fighting game tournaments did what MMOs routinely do. Imagine if using Blackheart's demon infinite from Marvel vs. Capcom 2 were grounds for banning a player from tournaments because obviously Capcom "didn't intend for it." It would be a punishment based on inability to exercise the non-existent superpower of mind reading.

Yadda yadda Hayato scrub pancakes.
SOMETHING IN CAPS ABOUT BREAKING LEGS.
 
 
Using this word again: disgusting.

ArenaNet, Blizzard, and any other developer or gamer that supports banning people for using “exploits” is punishing players simply for playing the game. 


Screenshots from GiantBomb's archive. Visit GiantBomb.com. They're pretty cool.

Carlos Alexandre is a self-described handsome fat man. He ponders his entertainment, and you can find said ponderings on both his website and the podcast he co-hosts.

 
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Comments (28)
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September 01, 2012

I hate to be that guy but the definition of exploit is to utilize, especially for profit.  By the definition, those people in Guild Wars 2 were exploiting.  More importantly, the Terms of Use most certainly has rules against this and probably warns about the bans.

I do agree with your statement that they aren't really cheating, though.  Why should a mistake by the game's designers or programmers be the fault of the players?  If it's that bad of a problem, just roll back the items people gained and hotfix the exploit.

Probably 95% of the people who have been taking advantage of these exploits did so willingly.  The people I'm worried about are those other people who didn't even know something was wrong.  Those people might have ABSOLUTELY no idea why they have been banned and that sucks.

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September 02, 2012

Re: Terms of Use "soft rules"

David Sirlin did a big writeup on why such "soft rules" are silly:
http://www.gamasutra.com/view/feature/2567/soapbox_world_of_warcraft_teaches_.php

(Point #6 addresses the ToS thing directly).

Re: The rest

I agree that it would be a much better move to roll back if necessary. That is way, way better than punishing "exploiting," which gamers have been doing as part of their quest to explore the game space and play the damn game.

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September 04, 2012

Well, MMOs fall out of my area of expertise, but your article made me laugh... big time.

Great read!

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October 09, 2012

Much thanks! (Sorry for the late reply.)

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September 06, 2012

The biggest "exploit" punishment that I've heard of that really upset me was in World of Warcraft.  The Lich King was just released on live servers, never had been tested on the test server to prevent spoilers.  The first guild to defeat him was suspended  for a week because a single player in the raid was using engineering bombs to increase his DPS.

But the bombs, which are meant to cause damage to pvp structures, were interfering with part of the structure used in the boss fight, causing it to reset when it wasn't supposed to.  Remember that this fight had never been tested on the test server, so it was impossible for the players to know about this bug ahead of time to intentionally exploit it.

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October 09, 2012

You didn't do your research on this. This bug was originally discovered on the 10 man run (at the time 10, 25, and the heroics therwith were on separate timers) which the world first had already been attained. The guild exercising this exploit had practiced on it in the 10 man before using it on the 25 man to get the world first, THEN decided to report it to prevent other groups from capitalizing on it. What they weren't aware of was they were being monitored by GMs who caught them using it intentionally. Only after the ban and removal of the title was done were the exploiters claiming they didn't know.

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October 09, 2012

Even if the guild in question held off reporting to prevent other guilds from using the same exploit, the encounter was ill-designed by Blizzard itself. Pinning blame on players -- the very same players Blizzard challenges with high-end raid content -- is way, way grimier than what the guild did.

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October 09, 2012

So it's okay to blame Blizzard for players discovering, hiding said discovering, than abusing said discovery of a situation that no one in their right mind would commonly use? No one is clarvoiant enough to predict all occurances (and I dare you to prove to me a gaime that is perfectly designed) and Blizzard fixed the problem when they were made aware of it. The ones punished were punished for abuse of the exploit, not for the exploit itself. Get your facts straight.

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October 09, 2012

Entirely irrelevant. Anyone trying to succeed at the game will, by virtue of wanting to succeed and having this challenge before them the designers are asking to be conquered through player creativity and skill, find every edge.

EVERY edge.

In fighters, that means any "exploit" that gives an advantage (e.g., CvS2 roll-canceling).

In platformers, the same (e.g., the slide-jumping "exploit" in certain Megaman games, including 3 and 7).

And so on. When developers start asserting that players need to check themselves and predict what developers intend, devs are the ones unreasonably asking for clairvoyance. 

My facts are straight. Yours, however...

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October 08, 2012

Having played WoW for the first 5 years of its lifespan, I experienced some of the exploits you mentioned. How is it fair - let alone fun - for anyone if a player or players start capping nodes before a match starts in Battlegrounds? Just because you're able to do it doesn't make it OK. Where Call of Duty is concerned, the developers usually give advance warning before banning players for using an exploit. Developers do their best to extinquish these things, but there's no such thing as a perfect game.

When it comes to multi-player gaming, rules must be put into place to keep it fun and fair for everyone. When people start bending these rules (and let's be honest, the majority of gamers who use exploits know what they're doing), an example must be made to discourage others from using it until it can be fixed. Yes, exploits/bugs/glitches can be fun, but using them in a multi-player setting only grieves others.

As for fighting games, tournaments often ban certain elements (infinites, DLC/exclusive characters, stages, etc.) for various reasons. If a player uses something they aren't supposed to, they're automatically eliminated from the tournament. Rules vary from tournament to tournament.

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October 09, 2012

The "fun" argument comes up often, and honestly I'm not sure why. I have a lot of fun figuring out how to break a game. The Blackheart infinite I mentioned? Rest assured I am having fun watching your character's body helplessly bounce up and down as I infinitely tag you with demons, confident in my ability to keep the loop going which a developer did not intend.

I am not responsible for anyone's fun but my own. Don't misunderstand; I would prefer if my opponent, or teammates or whatever were also having fun, but that's their call. If they're going to be salty over so-called "unfair" play, and fail to find the counters, find the wholes, formulate their own strategies, and otherwise *play the game*, I can't change that. Nor would I; one of the fallacies about griefing is that it's something someone does to someone else (which is wrong).

Fighting game tournament bans are more complex than you're suggesting. Infinites are not normally banned, unless they're game-breaking (dead body infinites, which most good devs iron out of their games) or you're playing with a backwards community or something (Smash, and even there it varies). Certain characters are banned because of exclusivity, and in rare cases where they're overpowered (ST Akuma, the untested EX/gold characters ArcSys keeps including in console releases for some reason); ideally, the reasons behind the ban are solid, and character bans are very easy to enforce.

Fighting game tournaments -- at least any worth their salt -- do NOT ban tick throws, infinites (barring dead body infinites), exploits (TAC infinites in UMvC3, like eleventy things in MvC2), etc. Doesn't happen. Because there's no reason to.

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October 09, 2012

"I am not responsible for anyone's fun but my own."

Here's the problem, you might not care about anyone else's fun, but the developer/maintainers of the game does and if they have to decide between one person's enjoyment and several people's enjoyment, they are definately going to take the latter. And when your concerns and theirs conflict, you don't have any solid ground on which to stand on.

That said, between the article and the replies you've given, this reads to me as "the big-bad company is being mean to the poor innocent exploit abusers!" and trying to create an "us vs. them" mentality when it's rarely so simple.

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October 09, 2012

That's great if you have fun finding exploits. That isn't the issue here. It's the use of exploits in a public multi-player environment. That's like using a cheat device on an online game and saying, "Well, everyone can use the cheat device if they wanted to." But what you're failing to understand is that most gamers don't share your opinion.

A lot of your examples have to do with the FGC, but it's a controlled environment. Exploits are regulated in tournaments, making that topic irrelevant. That's why I didn't go into specifics.

What about games like CoD? When a player uses an exploit to go outside or under the map, killing unsuspecting players, do you really think that's OK just because anyone can do it? It's obviously not an intentional part of the game. It's cheating, plain and simple. I'm sorry, but I'm not a cheater. When your fun starts to effect everyone else's fun, then your presence is no longer welcome, and it's nobody's fault but your own for getting banned.

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October 09, 2012

 

@lordlundar:
 
You're trying to bring this down to a level I don't care to dabble in. And I won't. You want to assume I'm a terrible human being? Go right ahead; I'll lose zero sleep (in fact, it's a tad heartwarming).
 
In the meantime you're in the wrong: that devs try to think of everyone's fun doesn't mean giving everyone the means to cry foul at anything they personally dislike. Ultimately, if you lose at a game -- no matter how -- the onus is on you to draw from that experience and have fun with it, or be salty and bitter. Or, perhaps, find a game more inline with your desires.
 
@skizelli:
 
A big giant "so what?" @ the notion of exploiting in multiplayer games. DOOM had two exploits in multiplayer: one involved an exploit where you run against walls very quickly, the other entirely on what the BFG weapon considers ground zero for its blast. Both needed to be considered to compete, and that was part of the fun.
 
Fun is subjective! Not every game is for everyone. Hell, despite my arguing in favor of finding exploits, I'd rather devs find and patch them -- or incorporate the "good" ones into the game as actual features (like SF2's combos and crossups). Maybe you can't have fun in games like this; find the game you love and play it.
 
But the idea that exploiting is cheating? That's noise, regardless of context or game. (Again, external cheat devices do NOT count here, for reasons already stated.) It's no more cheating to execute enemies through walls in Halo Reach than to pull off a sweet shotgun triple kill. That one is more "intended" by devs is moot.lordlundar:
 
You're trying to bring this down to a level I don't care to dabble in. And I won't. You want to assume I'm a terrible human being? Go right ahead; I'll lose zero sleep (in fact, it's a tad heartwarming).
 
In the meantime you're in the wrong: that devs try to think of everyone's fun doesn't mean giving everyone the means to cry foul at anything they personally dislike. Ultimately, if you lose at a game -- no matter how -- the onus is on you to draw from that experience and have fun with it, or be salty and bitter. Or, perhaps, find a game more inline with your desires.
 
@skizelli:
 
A big giant "so what?" @ the notion of exploiting in multiplayer games. DOOM had two exploits in multiplayer: one involved an exploit where you run against walls very quickly, the other entirely on what the BFG weapon considers ground zero for its blast. Both needed to be considered to compete, and that was part of the fun.
 
Fun is subjective! Not every game is for everyone. Hell, despite my arguing in favor of finding exploits, I'd rather devs find and patch them -- or incorporate the "good" ones into the game as actual features (like SF2's combos and crossups). Maybe you can't have fun in games like this; find the game you love and play it.
 
But the idea that exploiting is cheating? That's noise, regardless of context or game. (Again, external cheat devices do NOT count here, for reasons already stated.) It's no more cheating to execute enemies through walls in Halo Reach than to pull off a sweet shotgun triple kill. That one is more "intended" by devs is moot.
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October 10, 2012

I'm not sure why you brought Doom into the equasion, seeing as the majority of online servers are ran by players, not to mention the game is moddable. You can also move faster by running diagonally in GoldenEye 007, or by perfectly-timed hops in Return to Castle Wolfenstein. But that's beside the point. These are not the kind of exploits I'm referring to. I'm referring to exploits like the one I mentioned above - game-breaking exploits that potentially ruin the game for everyone else. If someone is killing people from under/over/outside of the map and they have no way of defending themselves, then the punishment should fit the crime. As far as I'm concerned, you don't deserve a warning, because you should know better.

Exploits in fighting games are irrelevant because nobody really takes online play seriously and tournaments already regulate that sort of thing.

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October 11, 2012

The argument of "these aren't the exploits I'm talking about" and "they ruin the game for others" don't hold up. The former is being selective and the latter is silly for reasons already mentioned.

But fine, let's stick to MMOs for the sake of this response, not because mentioning other genres is fallacious (it's not), but to cut down the tangents:

Vanilla WoW. Stun-locking Rogues in PvP. We know this wasn't intended by devs, given the myriad of later patches to prevent Rogues from taking someone from full health to zero while kept immobile and unable to act the entire time. Blizzard didn't retroactively ban players for doing this... yet they did for other, very similar things (finding rooftops where mages could snipe without fear of reprisal). Arbitrary. Nonsensical.

The best one can do to argue in favor of players policing their own behavior is appeal to emotion, which is logical fallacy and therefore bunk. The ideal, correct solution is for devs to patch out the problem mechanics... or incorporate the happy accidents (like the bug that made Warriors generate 1 rage every 3 seconds under the old Anger Management talent) into the actual game.

"You should know better" is, within the scope of a game's electronically-regulated environment, bunk. It runs contrary to asking players to overcome challenges by creatively using what's in the game -- sometimes in ways devs don't intend.

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October 11, 2012

I understand the point you're trying to make, but your argument is flawed. Exploits are subjective, just like fun is subjective. The exploits I've argued against are ban-worthy offenses in a multi-player environment. They don't need to give you a warning. It's common sense.

As for WoW, there's a difference between an unbalanced game mechanic and a game-breaking glitch. You can't ban somebody over an unbalanced game mechanic, and that's what stun-locking was. I absolutely loathed it, but I never felt like any of those players should've been banned. They weren't invincible, unlike the mage sniping. Annoying? Definitely. But not invincible. The game was and still is unbalanced; every class has been overpowered at one point in time. Hell, I remember killing people by applying full DoTs and fearing the shit out of them. Not all that different.

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October 09, 2012

I have heard this same argument countless times and my response is always the same: Just because you know of an exploit does not give you permission to abuse it. If you're caught abusing it then you deserve the reprimand as deemed appropiate by those running the game.

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October 09, 2012

You may wish to amend your response, as it's insufficient. While a ToS that stipulates a dev may arbitrarily do whatever they want is definitely a consideration (one meaning "anything may break the rules," which is silly), the argument is that they shouldn't, given that so-called "exploiting" is the result of players exploring mechanics and finding the best way to win.

Remember combos in Street Fighter 2? Exploit; unintended effect of hit stun not allowing you to block another attack. That exploit that players abused on a massive scale is the cornerstone for many, many games, not just fighters. Hell, even WoW had it (stun-locking).

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October 09, 2012

@southsidesam (Sam Barsanti): Thanks for promoting the article! I have a question; does this trigger a promote on the GamesBeat side? Because I saw it there too, though the formatting on GB's side is off. Just FYI. Thanks again.

Dscn0568_-_copy
October 09, 2012

Promoted Bitmob articles will appear on both sites.

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October 09, 2012

Gotcha. Any tips to ensure the GB side is formatted properly? Can I touch up the GB side of things myself?

Shoe_headshot_-_square
October 09, 2012

Hey Carlos. Sorry about the trouble. Unfortunately, this is all automated and temporary. I tried tweaking the formatting on the Bitmob side and hoping that would carry over to the GB side, but it wasn't working. I did temporarily fix the GB version, but I am pretty sure that won't stick. The original Bitmob one is supposed to override that, so whatever's causing the problem will keep on carrying over. :(  

I'm really sorry about this! If we're lucky, the fixes will stick, but I kinda doubt it. But in the very near future (read this: http://bitmob.com/articles/a-bitmob-to-gamesbeat-update), we should have everything working properly on GB alone, without any potential transfer problems. 

Thanks! 

-shoe

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October 09, 2012

Shoe, no apologies required! An aside: I remember you from my old magazine collecting days; good to see you're still doing the games thing. 

Shoe_headshot_-_square
October 09, 2012

Thanks, man! By the way...the formatting is holding on the GB article so far. Fingers crossed!

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October 09, 2012

I noticed. 8.5 gazillion million jillion thank yous!

37893_1338936035999_1309080061_30825631_6290042_n
October 09, 2012

I tend to agree with you, not completely, but on some level. I don't play MMOs, so I can't speak to any of that, but I do have some experience with exploits (especially from the Borderlands series). 

I believe exploiting a computer is just fine. In any PvE situation, using whatever advantages you have at your disposal should be not only tolerated, but applauded. Finding a spot to "glitch" Crawmerax the Invincible (a raid boss in one of the original Borderlands DLCs) into not registering your existence was extremely satisfying (especially when that boss has the audacity to be called "invincible").

If Gearbox (the developers of Borderlands) want to correct this, that's their perogative. But until they do, it should be fair game (which, in this instance, it is). In fact, today Gearbox fixed a bug in Borderlands 2 in which a character that would give you a rare piece of loot each time you found him would appear 100% of the time instead of the normal ~10% of the time. It's a little disappointing that they fixed it (since the bug actually fixed itself mid-way through the game, so that only low-level characters could take advantage), but again, that's their call.

But when an exploit interferes with the fairness of player v. player, that's when things need to be put to a stop. Bobby's right, developers have to look out for the greater good, especially near the end game where players have little left to improve on their own. If one class has an exploit that gives it an unfair advantage over every other class, what would the point be in playing one of those other classes? At that point, the game is broken, and must be repaired. 


But the more interesting and important point is how exploiters are dealt with. In my opinion, a message should be sent to offending players warning them of their misconduct. If these Guild Wars players were told that what they were doing was outside the parameters of the game and that they would be banned if they continued their activity, then I'd bet a majority of them would stop the exploit (and those that didn't would be rightly banned). But that should only be a stop gap measure until the developer was able to patch the game. 

What you don't do is immediately ban people without warning, even those that are exploiting on purpose. After all, if there's a leak, you don't punish the water. You fix the leak. 

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October 09, 2012

Though I still think a dev has to own up to their own error, I'll concede that if dev response was to warn players before banning, that would be way, way better than immediate banning.

I don't feel multiplayer is a playground where, in an electronic game, I should have to "check my behavior" like a real world playground; maybe it's because I attend fighting game gatherings, but there's comraderie to build when a bunch of players try to one-up each other in a competitive environment where anything in-game goes, dev-intended or not. There, the idea of "players should know better" is silly to me, and smacks of dev arrogance and laziness, like a player should hold back because a developer doesn't ensure the ruleset is polished.

Still, thoughtful feedback and I will ponder it further.

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