[MUD-Dev] TECH: Trusting Network Clients
Justin Quimby
justin at turbinegames.com
Wed Aug 28 13:56:31 CEST 2002
> From: Crosbie Fitch
> Can we re-examine this dogma before it gets too entrenched?
> <snip discussion about the lack of community in MMOGs>
> If you can create a game in which at least 90% of players quickly
> desire, and come to cherish their identity, then you have a game
> in which the client is not in the hands of the enemy. You have a
> game with a manageable amount of cheating. You can harness a tenth
> of the power of all of the clients to fully police them all.
> The player is not the enemy!
The players as a whole are not the enemy, however some of the
players ARE the enemy. These are people for whom cheating and
griefing *are* fun. These are the players who you cannot reform,
cannot integrate into the community, and cannot make "play well with
others". Ignore them to the peril of your game.
-Justin
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