Earlier quoted context omitted.
I would submit that this is more an issue of trust than it is an issue of forcing client machines into compliance. Because of the industries persistent belief that anti-cheat is somehow an effective strategy, let alone a morally acceptable one, has meant that development of systems that develop player trust in others has totally atrophied. This patterns of thinking "Well I'll just download a binary onto my clients ma…
Sure. But people want to run games on general purpose machines. I’m not saying it’s impossible to cheat on consoles but it wasn’t a problem for us (lag switching aside; which was actually easy to detect). Things like stadia help the platform more than consumers think; but people resoundedly rejected Stadia for a myriad of reasons. I think everyone here paints a rosy picture of what content moderation is, and maybe we…
I'm saying that players often have the barest bones of ways, if they have anything at all, to say who they would and who they would not like to play with.
Players refunding over cheating are also refunding because, when they discover cheating, they can do absolutely nothing about it. If they're lucky, they might get to scream into the void and hope a moderator listens. Some brand new player on a $3 key just waltzed into the pool of players and everyone has to trust them as equally as everyone else. This is not how trust works.
But then how should one do it? I don't know! Precious little work has been done here. And why? Because it's been wasted on pretending that one can trust the clients machine if we just download enough malware to it.