Firstly, IMO, telling a player "no, you can''t cheat: we made this game, and you''re going to enjoy in the way we tell you to enjoy it" is wrong. It is akin to not permitting the player to save anywhere (sure, players can cheat by saving anywhere, but they can also quit the game and have something to eat/go to sleep/go to work by saving anywhere - if you''re
really that worried about cheating, at least let the player save-and-quit anywhere: that way, it''s inconvenient to load, but not to save.)
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Original post by Captain Insanity
In my opinion, when players start to cheat, it is often (but by no means always) evidence of a breakdown in design.
... excessive amounts of ledge and air vent crawling (cheat used: no clipping) ... and basically doing more of the same but making it much harder than before
The worst offender of this I''ve seen is Legacy of Kain: Soul Reaver, in which every puzzle is effectively the same. There''s no cheat that allows you to by-pass the puzzles, which is what I actually want to do.
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In my opinion, it is acceptable to use cheats occasionally to defeat harder puzzles, but this always leads to cheat mode addiction.
If a game has a half-decent story-line, I''ll often use cheats to watch it. Final Fantasy is a good example of a game that I''d be happy to cheat in to watch the cut-scenes. Perhaps that''s also a failing in the game: if the story-line was integrated into the gameplay itself, then I''d want to play the game so I didn''t miss important bits of plot.
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1. Alternative solutions, not necessarily with one easier than the other, but ones which are very different from each other and need different thought patterns to deduce. As a matter of principle, you should always be trying to do this anyway
Something I try to do is provide hard but obvious solutions, and simple but obscure solutions. In Zork: Grand Inquisitor there is a ''phone that is really confusing to use. There is also a
simplify instructions spell that you already used elsewhere, so many players might not think to use it again: but you can, and the phone becomes easy to use. You still have the option of not using the spell and figuring out the phone (which is what I did the first time).
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2. Liberal amounts of powerups and allied npcs accessible from the location where problems arise. (and for god''s sake, if you must make infinitely respawning monsters, give the player a chance with respawning ammo too, if only in that area. HL''s mounted machineguns are a good example)
Respawning monsters are a bad idea unless you specifically ask for them. Soul Reaver does them, and it violates the rules of the game: once you kill an enemy and take their soul, they''re dead. You''re only bothered by respawning enemies if you''re in a room with a puzzle, so it''s obvious that the enemies only respawn to make up for the fact that the puzzle isn''t interesting. However, there is a way out - if you stake the enemy, but don''t take their soul, then they don''t die, and thus do not respawn.
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3. Only if steps 1 and 2 fail should you consider including cheats. If you do include cheats, then give them a time limit, and a small number of allowed uses, ie a wildcard system. Make sure that you find out all areas of levels that are a problem, and limit the wildcards so you''ve got one for each.
IMHO, you should always include cheats. Also, you shouldn''t place a limit on cheats. Anytime you limit a cheat, or limit its use, it stops being a cheat, and becomes a game feature.
One idea is to allow the player to earn points on each level. You might give points for time, enemies killed, secrets found, completing puzzles in a particularly cool way, etc. Then you could allow players to buy special powerups (read, cheats) with those points. It could be that they''d have to have a certain number of points to continue to the next level, so they couldn''t cheat outragously without limitation.
This points system could be in addition to a real cheat system. The advantage of such a system is that you could also buy skills, medals, special weapons or entry to competitions with them - these would fit well into a multiplayer environment.
All your bases belong to us