Here's some low hanging fruit to get us started: 1. Ban gambling in games. That is, if real money is involved in the transaction, then there should be no element of chance involved. If not that, at least properly enforce gambling laws to games given that gambling is illegal for children anyways. 2. Decouple real money from in-game money. If you can buy something for real money, you should not be able to acquire it wi…
>2. Decouple real money from in-game money. If you can buy something for real money, you should not be able to acquire it with in game money. If you can acquire something in game, you should not be able to buy it with real money instead. So there is a standard argument developers make for this. They're wrong, but I'll articulate it because I think it's worth articulating. Some people have more time than money and for…
As a result, new games not only tend not to support cheats, but they also treat the users as hostile, preventing even things like memory read hacks and config file edits. Some of the most fun I've had was editing lua config files to modify how units moved in single player games like Command and Conquer Generals, to change the game entirely.
User hostile, anti-hacky, 'skinner-box-or-nothing' design in single player gaming is only a symptom of the problem, but it's a nasty one.