> we're a bit intrigued by the potential for the "Cheaters Pool" to evolve into a new mode of play that some players might actually prefer. Unregulated cheats and hacks led a friend and I to inadvertently invent a proto-minecraft over a decade ago. Around 1998, I was playing Dark Forces 2: Jedi Knight when I started to experience cheats and hacks. Someone taught me how to do it, which was incredibly easy (each weapon…
You could actually make more complicated hacks by making deeper modifications to the weapon/force power scripts. The game had a simple checksum on the client-side script files where it did a rudimentary count on the number of statements (method argument: one statement, pair of parentheses: one statement), and if you had a count identical to the server file, the rest of the contents of your script didn't matter. So you could basically do a lot of stuff as long as you were careful to keep the script file statement count intact: Change the properties of the levels or surfaces, give yourself all sorts of superpowers, freeze or insta-kill opponents, teleport yourself or others, etc etc etc. The scripting language was somewhat C-like and carried over pretty easily to more traditional programming.