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In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers.[1] Exploits have been classified as a form of cheating; however, the precise determination of what is or is not considered an exploit can be controversial. This debate stems from a number of factors but typically involves the argument that the issues are part of the game and require no changes or external programs to take advantage of them.[2]
Controversy[edit]
- Chinese people cheat. They will lie constantly and will try to cheat you every time, they do not have MORALS. Because they lie constantly and cheat every one, they think everyone is out to get them.
- A new study has discovered why people enjoy playing video games so much. According to a team from the University of Essex in the UK, people around the world spend a massive three billion hours per week playing video games.
Why Do Men Play Mind Games? Mind games is something men have been using since the start of time however they were used to win wars and build empires and not to play with their girlfriends heads. Unfortunately this is a common occurrence that we women have to now deal with. A follow-up focus group study conducted after the main survey backed this up and 'showed that all participants viewed game cheating as something 'everyone is doing' and 'If you don't do it, you. Why are so many people in China are cheating at video games? Thanks to one Chinese player we have a possible explanation. According to the player who posted on Reddit, the problem stems from how. One of the reasons why microtransactions became popular during the early-2000s in our online PC games was because these were seen as 'status symbols.' It's been ingrained in our society - from the basic building blocks of a family to larger communities - that you'd want to achieve success, and you'd look up to people who've obtained the. Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, in order to make the game easier.Cheats may be activated from within the game itself (a cheat code implemented by the original game developers), or created by third-party software (a game trainer or debugger) or hardware (a cheat cartridge).
Exploiting is generally considered cheating by the gaming community at large due to the unfair advantage usually gained by the exploiter. Whether an exploit is considered a cheat is a matter of widespread debate that varies between genres, games, and other factors. Most software developers of online games prohibit exploiting in their terms of service and often issue sanctions against players found to be exploiting. There is some contention by exploiters that exploiting should not be considered cheating as it is merely taking advantage of actions allowed by the software. They view exploiting as a skill because certain exploits take a significant amount of time to find, or dexterity and timing to use. Players that do not exploit believe that exploits should be considered cheats that the developers should address and the exploiters should be banned.
Arguments in favor of the cheating view involve the spirit of the game and the potentially damaging effects of the exploit on the game's community.[3][4] While the rules or game code may not explicitly disallow a specific exploit, it may be seen that using that exploit goes against the spirit of the game.[3] The potential damage of an exploit on a game has been described by a World of Warcraft community manager as 'devastating'.[4]
In defense of these behaviors are arguments that the rules of the game allow it and that players might not know they are behaving against the designer's intention.[5][6] So-called exploits, in this view, are not cheats because they do not change the game in any way and therefore could be accessible to all players if they know how to do it.[2] The players who use such techniques may consider them fair for use in the game in cases when they are not explicitly disallowed in the Terms of Service or other such rules governing participation.[5]
Griefing[edit]
While players more frequently exploit issues to gain advantage for themselves, sometimes they may use them instead to irritate other players, known as griefing.[3] One team of gamers in Team Fortress 2 produced popular online videos demonstrating their griefing and also several exploits present in the game, most of them being of little use for personal gain.[7] Another famous incident during the Ultima Onlinebeta test saw a player kill Lord British when that character was supposed to be invincible; the tester was later banned for exploiting because he did not report the bugs he found.[8]
Common types[edit]
Common types of exploits include:
- Duping
- Duplicating items or money.
- Lag and disconnection exploits
- A game with inadequate lag handling may let players intentionally cause lag for themselves to cause an advantage.[2] Similarly, a game that lets a player disconnect immediately with no consequences may let players exit a game without suffering a loss. (Shogun 2: Total War)
- Geometry
- Taking advantage of how the game world is built. Typically the goal of these exploits is to reach normally inaccessible areas or take unintended shortcuts in the game world. These are commonly achieved by going through walls, crossing invisible barriers made by the programmers, or scaling ledges not intended to be climbable.
- Twinking
- Twinking usually refers to taking advantage of design flaws in the game's gearing system in order to equip a new or low-level character with much higher level gear. Other actions commonly referred to as 'twinking' include: giving a new character a large amount of gold and intentionally keeping a character at a low level while gaining much better equipment.
- Movement speed bugs
- These usually allow the player to move faster than intended, such as bunny hopping. Many of these have been embraced by certain games, such as skiing in the Tribes series.
- Safe zones
- Places where a player can attack with no risk of being attacked back. This is often a form of an exploit in the geometry (terrain) of a game—however, a game may have areas that make players within them safe (especially in PvP games/zones where the opposing faction(s) may not enter) from attack while not disallowing the safe players to attack.
- Game mechanics
- Taking advantage of the systems that make up the gameplay. A game mechanics exploit is not a bug—it is working as designed, but at the same time is not working as intended. An example is the 'wavedash' in Super Smash Bros. Melee, where the momentum gained from using a directional aerial dodge could be retained on landing; with proper timing this allows characters to use a stationary attack while sliding across the ground.
- Cheesing
- Performing repeated, usually considered cheap, attack moves in such a way that doesn't allow the enemy to respond or fight back. An example would be Street Fighter II in which one can perform repeated moves that keep the enemy being attacked and against the side of the screen, with no way for them to perform a counterattack.
Each game has the potential for exploits unique to that game's rules. For example, in World of Warcraft, wall-walking allowed a player to climb steep mountains that are supposed to be impassable to get into unfinished areas or make one's character not attackable by mobs or other players. EverQuest had an exploit in player versus player analogous to weight cutting in sports whereby a player would intentionally lose levels by dying in order to compete against lower-level players while wielding higher-level items and skills (game mechanics exploit). In the game City of Heroes people were using teleport powers to place others inside the PvP zones' watchtowers which, originally designed as props for atmosphere, had no way in or out if he or she could not teleport (the towers have since gained a doorway).
Response[edit]
Developers may find it difficult to identify and respond to an exploit because a player who discovers a vulnerability in a game may be reluctant to inform the game's developers, in order to continue exploiting.[2] However once developers do find exploits the response may include banning players who took advantage of the exploit, changing the game's rules to combat it, or even embracing the exploit. The positive opinions of the exploit can lead to the designers embracing it as emergent gameplay, such as when skiing in the Tribes series of games gained developer support. The now-standard practice of rocket jumping originated in a similar way, by exploiting game mechanics not foreseen by the developers. Otherwise, the developers may try to fix the underlying problem or discourage use of the exploit if the issue cannot be clearly addressed by technical means. In severe cases, players may be banned. Further, the game state of the world may need to be reset to restore game balance. For example, following a serious currency dupe exploit in EverQuest II, the developers removed large amounts of duped money from the game to address the rampant inflation it caused in the game's virtual economy.[9]
See also[edit]
References[edit]
- ^Mulligan, Jessica; Bridgette Patrovsky (2003). 'Appendix F'. Developing online games. New Riders. p. 474. ISBN9781592730001.
- ^ abcdConsalvo, Mia (2007). 'Chapter 5'. Cheating: gaining advantage in videogames. MIT Press. pp. 114–115. ISBN9780262033657.
- ^ abcTavinor, Grant (2009). 'Games Through Fiction'. The Art of Videogames: New Directions in Aesthetics. John Wiley and Sons. pp. 107–108. ISBN9781405187886.
- ^ abLopez, Miguel (20 July 2005). 'WoW Duping: Fact or Fiction?'. GameSpy. IGN Entertainment.
- ^ abMulligan, Jessica; Bridgette Patrovsky (2003). 'Chapter 13'. Developing online games. New Riders. p. 286. ISBN9781592730001.
- ^Jakobsson, Markus; Zulfikar Ramzan (2008). 'Chapter 9: Virtual Worlds and Fraud'. Crimeware: understanding new attacks and defenses. Addison-Wesley. p. 280. ISBN9780321501950.
- ^Gillen, Kieron (29 April 2008). 'Team Roomba'. The Escapist. Retrieved 11 November 2009.
- ^Lee, Edmund (23 September 1997). 'Ultimate Ultima'. The Village Voice. Retrieved 11 November 2009.
- ^Terdiman, Daniel (11 August 2005). 'Cheaters slam 'Everquest II' economy'. ZDNet News. Retrieved 21 February 2007.[permanent dead link]
External links[edit]
- Online gaming's cheating heart Article about cheating and exploiting.
One odd development over the past few years within mobile games advertising has been the growth to prominence of “fake game ads,” or ads that promote gameplay footage totally unrelated to the games they are meant to depict. A YouTube user named i3Stars has chronicled the drastic contrast between some game ads and the actual in-app experiences of those games in a video series called Mobile Game Ads Vs. Reality. Below is one clip from the series:
Some of these ads are egregious misrepresentations of gameplay, such as when footage of a 3D, third-person adventure game is used to depict a 4X build-and-battle game, and some of these ads are simply bizarre, such as when torturous punishment scenarios are used to depict simulation home management games:
Whatever the case, the Facebook Ads Library has brought transparency to the diversity of ad creative being used by large advertisers and has helped to expose this strategy. To address the question asked in the title of the post: the assumption would be that companies run fake game ads because those ads work and deliver profit from ad spend. So two other questions surface: why do fake game ads work, and why do ad platforms allow them?
The first question is easier to answer: no advertiser really knows why an ad works or doesn’t work. The beauty of the modern, event-based algorithmic mobile advertising paradigm is that advertisers don’t even need to make assumptions about how audiences will react to various ad creatives: they can simply provide Facebook and Google with very many ad variants and let those platforms make the best possible pairings between ads and audience segments.
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In my experience, the performance of the most effective ad creative is usually surprising. It’s futile to try to intuit what people will respond to in an ad: it’s much more efficient to simply experiment with different concepts and variants and vet them with real audiences, and this was true even before Facebook and Google rolled out algorithmic audience targeting. As it turns out, sometimes audiences respond to truly curious and outlandish concepts and imagery. So part of the reason these fake ads have become so commonplace is simply that Facebook and Google have made it easier to experiment and surface the concepts that teams likely wouldn’t otherwise have the audacity to test.
As to why ad platforms allow these fake ads to be run: if the ads are effective, it means the platforms are making money from serving them, and the FTC hasn’t quite caught up with this practice in a way that it can prove contravenes what is codified in existing Truth in Advertising laws. In 2012, the FTC fined Jesta Digital, an app developer and digital agency, with fraud over an advertising campaign that misled viewers into thinking their phones were infected with a virus. This fine, however, was mostly related to the fact that users that clicked on the ads were prompted to buy a subscription to one of Jesta’s services and not to the fact that the ads had nothing to do with the presence of a virus on the phones of the viewers.
The FTC also recently sued Match.com for misleading users into believing that their profiles had been viewed and thus prompting them to subscribe. But again, this suit was motivated more by subsequent purchases that were made as a direct result of the advertising campaign than the advertising campaign itself.
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It’s unclear whether the FTC will set a precedent over misleading ads for free games: since gameplay becomes apparent before purchases are made available, it might be difficult to claim that any payments were directly the result of seeing an ad. It’s not uncommon to see a vast amount of vitriolic commentary on posts containing fake game ads, and whole Reddit and YouTube communities have emerged to denounce the practice, so users are becoming more aware of it, too.
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In fairness, this creative strategy extends beyond gaming companies: many health and fitness app developers promote fanciful functionality in their products that simply doesn’t exist. But given the huge amount of money spent on mobile games advertising as well as the immediately obvious contrast between what is depicted in a game’s ad and its gameplay, it seems likely that ad platforms will have to address this tactic at some point.
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