Cheating in online computer games is a broad category of activities, all of which are generally regarded as modifying the game experience in a way that gives a player an unfair advantage over the other players. Depending on the game, different activities constitute cheating, as it is often a matter of consensus opinion.
Cheating exists in all multiplayer, online computer games. While there have always been cheat codes and other ways to make single player games easier, most developers attempt to prevent it in multiplayer games. With the release of the first popular Internet multiplayer games cheating took on new dimensions. Previously it was rather easy to see if the other players cheated, as most games were played on local networks or consoles. The Internet changed that by increasing the popularity of multiplayer games, giving the players anonymity, and giving people an avenue to communicate cheats.
In games where wins and losses are recorded on a players account, a player may disconnect from a game they have lost in order to prevent the loss from being recorded. A similar phenomenon is when someone running a server boots players who are beating them. Disconnecting can be accepted when there are multiple players in a game but if it is a one-on-one match it is considered immoral, as the opponent of the cheater will not have their "win" recorded.
Some games involve a global leader board, where each player is ranked according to how they have done in a game. It is entirely possible to cheat your way up to a high place through fake accounting, which is when someone creates an alternative account to let a person planning on raising his rank win without trying to beat him. These free wins help them reach the top of the leader board without having to compete against other players.
Sharing is when multiple people share an online game (mainly MMORPG games) character. Common reasons for doing a sort of this is to gain a very unfair advantage by having higher online times, and being capable of having more manpower (for activities such as leveling or gaining experience). A common side effect from such cheating results in massive levels and/or massive loot.
"Never trust the client" is a common maxim among multiplayer game developers that summarizes in their opinion the case of client-servers. It argues that programmers should assume that information sent to the client game will be known by that player, regardless of whether or not the player should know that information. For example, the server might tell a client in a First Person Shooter that a player is hiding behind a door and cannot be seen, but a wallhack cheat can reveal the player. Similarly, data from the client might indicate that the client teleported from one side of the map to another for some reason (possibly a change made to the game's data). The server is responsible for sending only the necessary information and for maintaining the game's continuity. (See "Efficiency versus absence of cheating" below for the drawbacks.)
Wallhacks and maphacks often function by modifying the software. Other cheats can analyze or change the game's state in RAM, such as some aimbots and programs that give infinite ammo or health (often called trainers).
Some companies elect to ban suspected cheaters from their servers. When this is done by blacklisting the game's serial key, the player is often effectively prevented from playing online the game they purchased. Blizzard Entertainment and Valve Software are known to have banned players, though the actual number of players is unknown. These companies also chose not to restrict these players to "cheating allowed" servers, even though it would be just as easy to implement, mirroring the dislike some took to cheating.
Sometimes the anti-cheating fervor leads to embarrassment, such as when Phil DeLuca, America's Army executive producer, drew parallels between cheating and Japan's attack on Pearl Harbor, and threatened FBI and Secret Service involvement. *
It might not be financially wise for a company to fight "cheaters" in its games. Alternate characters are frequently banned in free games but they bring in revenue just like normal players in games that require subscription fees. Gamers have speculated that this is the reason why "two boxing" is not a bannable offense in major MMORPGs. Players are often less concerned about these circumstances because it might be debatable if the actions in question are a form of cheat.
It could be argued, however, that when a company does not take cheating seriously, they could very well be shortening the lifespan of their games. Some gamers have noted that recent games that have no serious anticheat are not high on their list of "games to purchase", while other games that do have some sort of anticheat system seem much more attractive. On the other hand, those that do cheat at these games might look at the situation the other way, and prefer games that have little to no anticheat system. Regardless of one's perspective, the stance a company takes on cheating could have a significant impact on whether one will decide to purchase a game or not. For this reason, a game company is left to consider the cost of working towards stopping cheating vs the cost of ignoring cheats.
For example, a player is not supposed to know who is hiding behind a closed door. The server has to make a trade-off between calculating what the player can and cannot see. It can do this by sending only a part of the entire world state, which can result in client lag but makes wallhacks unlikely, or sending the player the entire world state, which is faster for the player but makes wallhacks more likely.
In Unreal Tournament, maps are divided into various zones. Zones are distingished by seperate rooms, different areas of interaction, etc. When a player is in one of these zones, only that zone info is rendered on the client side and sent through packets only pertaining to the zone. This prevents wall hacks as well as optimizes the maps for enhanced online gameplay.
These scams often take the form of uneven trades or outright bad-faith dealing in trades of in-game items. Players will misrepresent the value of their goods to new players, substitute lookalike worthless items for valuable ones, offer to improve items (by crafting raw materials or enhancing equipment) and then just walk away with the item to be improved, or use one of any other con games.
Social engineering is often used to steal players' login information. Scammers will pose as the staff of the game, either in e-mail or in the game itself, and ask for the players' login information under any number of pretexts. Alternately, the scammer will offer cheating or automation services, or require that the player give their information as part of initiation into a (nonexistent) clan.
Computer and video game gameplay | Competitive computer and video gaming | Cheat | Cheat | Cheating | 隠しコマンド | 游戏外挂
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"Cheating in online games".
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