- It is better to suffer wrong than to do it, and happier to be sometimes cheated than not to trust.
A game inherently depends on the players to play by the rules, a virtual community whose existence depends on trust. No one wants to play a game when their opponent had an unfair advantage. In the online world, however, cheating becomes as simple as a download. In a soccer game or chess game, cheating can only get you so far, but in an online game, such as Starcraft, invincible units can put you above the level of any professional, and worse, if the cheater is subtle, they may never be caught. Social pressure and open denouncement of hacking, then, is the only effective way to deter cheating.
Unfortunately, that doesn’t mean that cheating isn’t often seen. Often, rules against hacking or cheating are included on the server, or on the game website, but spend any significant amount of time playing an online game, especially an older, popular game, and you’re bound to see someone hacking anyway. It may take a while to realize or it may be blatantly obvious, but once noticed (or suspected), everyone soon hears about it. The cheater in question is often asked to stop, then ridiculed, and finally, hunted down or harassed by the rest of the players. Also, people often leave or avoid games and servers that have cheaters. This excludes the offender from the gaming community, an ostracizing of those who break the rules. This is serves as punishment and as warning to newbies that hacking is not accepted by their fellow gamers.
Of courses, there are more drastic means to enforce the power of the Leviathan. Often, pressure from their peers may not be enough. Administrators of a game server, like the moderators of forums, can monitor and remove cheaters, either by kicking or IP banning them. A player with administrator privileges goes a long way in discouraging hacking. Also, Valve, the maker of Half Life, Counterstrike, and Team Fortress Classic, uses anti-cheat software (although its effectiveness is questionable), and Maple Story and other games installs something called GameGuard, which has the power akin to a rootkit. A rootkit is a piece of software that that is designed subvert the operating system, and while they are extremely untrustworthy, it is a good way to stop and remove cheaters.
In competitive gaming, where cheating reaps the greatest rewards, cheating must be carefully screened. Because it is difficult to have officials watching each match online, it is common for players to make “demos” of their matches, to submit after the game. Once, in a CAL-I (Cyberathlete Amateur League- Invite level), a new Counterstrike team did suspiciously well during a match. The community, and later the
2 comments:
Thomas,
Your post is very well written and you provide excellent examples of Leviathans and conforming to social pressure in gaming. I especially liked the example of the CAL-I team who were later deemed hackers and banned from the league. I thought it was interesting that we wrote about extremely similar topics, but we managed to pick out different things. While mine was directed towards servers on Counter-Strike that try to be ‘family safe’, you focused on multiple games and the idea that Administrators, anti-hack software, and players can all be Leviathans. While you didn’t mention it in your blog I think that Wallace’s arched brow theory also applies to your description of when players don’t conform they are often reprimanded and ridiculed by other gamers. I also agree with your notion that the gaming experience really does depend on trust, which is interesting since it is an anonymous environment, and that it is more often the interaction of the players that helps enforce the rules more so than administrators.
Great post,
Lauren
I really enjoyed your post. I think cheating is terrible in FtF and I would never consider it. However, in CMC, I would not mind cheating in games or virutal communities. I would also not steal a CD from a store, but I don't feel guilty downloading music I know is illegal accquired. I think this is for the same reason deception is common in CMC--limited social cues make it easier for people to get away with lies. Also, in games, there is little recordability and people are unable to prove you're cheating. The leviathan is the pressure to do the right thing and NOT cheat. It means giving up my personal freedom to take advantage of the system. However, not cheating makes the online environment more pleasant for everyone else. It's only safe for me to play games online because I know it's unconventional to cheat. Without this norm, it would be pointless to go online.
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