Earlier quoted context omitted.
I'm saying is that it's a problem companies created themselves, and are subjecting customers to increasingly dystopian measures in a futile attempt to manage it. Pro gaming and casual gaming don't mix well. Cheating is a self-solving (or at least self-regulating) problem if you let people freely associate and host games. Cheating is only a big problem in competitive gaming, where there are rewards (status, monetary,…
Several of the assumptions in your post are flawed, which undermines your whole argument. > Cheating is only a big problem in competitive gaming, where there are rewards (status, monetary, or both) for moving up the global ranking This is untrue, cheating was until recently a huge problem for team fortress 2 which hasn't been competitive for years. See also the huge cheating problems in the CoD games from the Xbox 36…
This is actually very, very true. Most esports departments are not incredibly profitable (I actually worked for one of the biggest esports gaming companies for a long time and it was a constant source of friction how much money was spent on esports versus the return on it).
At the end of the day, cheating is a dopamine hit: killing the whole lobby in 2-seconds by holding down a button makes people feel good and you can't fight against that without some pretty drastic measures.