[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

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list