Comment by J_McQuade
Comment by J_McQuade a day ago
Was going to post this on a now-deleted comment about anticheat being a hard problem, so popping it here because it might be relevant:
Anticheat is only hard because people are looking for a technical solution to a social problem. The actual way to get a good game in most things is to only play with people you trust and, if you think someone is cheating, stop trusting them and stop playing with them.
This doesn't scale to massive matchmaking scenarios of course - and so many modern games don't even offer it as an option - so companies would have to give up the automatic ranking of all players and the promise of dopamine that can be weaponised against them, but it works for sports in the real world and it worked for the likes of Quake, UT, etc. so I don't think it's a necessarily bad idea. Social ostracism is an incredibly powerful force.
However, it does mean that the big publishers wouldn't have control over everything a player does. Getting them to agree to that is probably the real hard problem.
> Anticheat is only hard because people are looking for a technical solution to a social problem. The actual way to get a good game in most things is to only play with people you trust and, if you think someone is cheating, stop trusting them and stop playing with them.
As much as I reminisce about the days of private servers for Quake/2/3, UT99, CS1.6, etc., saying this is really ignorant of how modern gaming and matchmaking works. Some games would simply not be possible without public matchmaking; I don't care how much of a social butterfly you are, you are not going to get 99 friends to get a PUBG match going. Even getting 11 other people to run a game of Overwatch or CS would be a pain. Other games need public matchmaking to have a fair ranking system. You go onto say ranking is "weaponised" but, ranking is a feature, and a lot of people like that feature.
> However, it does mean that the big publishers wouldn't have control over everything a player does. Getting them to agree to that is probably the real hard problem.
The demand for anticheat, and matchmaking/ranking systems, are entirely player-driven, not publisher-driven. If developers and publishers could get away with only implementing player-managed servers and letting players deal with cheaters, they would! It's a lot less work for them.
As a sibling comment mentioned, even in the days of private servers you ended up with community-developed tools like Punkbuster. I remember needing to install some anti-cheat crap when I signed up for Brood War's private ICCUP ladder.