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Guynemer
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Are you kidding?
I get a vaguely sick-to-my-stomach feeling when I commit a "dark side" act in KOTOR. I become depressed if I wage war for longer than 5 minutes in Civ.
If I cheated, I'd be bedridden.
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da_hal
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cheating is just another facet of the game that extends play value. i cheat after i can beat the game honestly just to have the "perfect score." however, this usually kills the game for me, but hey, i need to work.
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vovan
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Well, I used to cheat a bit... I remember a while back there was this game... I think it was called Deadlock? I cheated there. 
But then I kinda stopped because a large part of the fun of gameplay, for me, comes from the discovery of what the game has to offer. With cheats, this discovery is far too easy and doesn't bring any satisfaction.
In fact, nowadays, I try to stay as far away as possible from cheats, because if I even learn what I have to do to use a cheat, then when I get into a tough spot, the temptation to just use a cheat to pass it is fat too great, and if I do it once or twice, it just goes downhill from there, and I cheat more and more often. The game is normally ruined after that...
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vovan
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quote: Originally posted by duke o' york
Who thinks that this is cheating? Is it worth more or less than actually entering codes so that you get advantages you wouldn't have normally had? |
Well, I have mixed feelings on loading the game from a save.
First, I think it certainly is "less" cheating than just bluntly opening the cheat panel, entering the codes, and getting the benefits. I mean, the latter is just an exercise in typing, whereas reloading from a save, you still have to actually play the game
That being said, I think it really depends on what game you are talking about. In some games, I think reloading from a save should be considered cheating. For instance, if we take a strategy game. The player has usually so many options, and paths to take, that there are few situations that are truly fatal. So, in Civ3, say, I would say that reloading from a save is a cheat. Not only is this so because you have so many choices, but also due to the nature of the game. I mean, what the hell is the point of thinking about the numerous decisions you have to make, when you could revert them with a couple clicks of the mouse.
On the other hand, some games are designed with reloading in mind. These normally include rather limited-options games, and some of the more badly-designed games. The reason for this is that you can pretty much check out every game path the thing has to offer by trial and error, rather than choosing the best solution through your best judgement. You could never do such a thing in a good strategy game. In Civ3, for instance, you couldn't try every single possible path of the game, and in fact, I wouldn't be surprised if no two people of those that have ever played Civ3 have ever had exactly identical games. On the other hand, if you take, let's say, an adventure game, here you can normally easily try out everything just by trial and error (the bane of modern find-the-pixel, try-every-crazy-combination-in-the-inventory adventure games). In fact, some of such games are designed with exactly that in mind.
One example of this, for instance, is Black Mirror, released late last year. In the first, about two thirds of the game, there is no way your character can die, whatever he does, even though you'd think he has lots of opportunities. Then, all of a sudden, there is puzzle, where if you don't act within a certain time limit, a madman kills you. I mean, what the hell? Before and after that, it's always a rather slow-paced horror-adventure game, where you cannot die. And then all of a sudden, without any warning, boom: you get smacked over the head with a shovel and killed. There is no way to know that in advance. That's a good example of a situation designed to be reloaded.
Another example from the same game. In the very end, you need to roam underground dungeons to find a certain door. Now, to actually open this door, you need a certain object. Also, every room in this dungeon has a hole in the wall. You could sorta bend over and look into that hole. That one object you really need is located in one of those holes. But here's the gotcha: some of the other holes contain a spike, which strikes out when you bend over to look in and goes right through your head. Also, there are no clues as to which holes are dangerous, and which aren't, and which one contains the item you need. So, the only way to find the item is by trial-and-error, and that would inevitably lead to reloading. This is another example of a horrible, horrible puzzle that is designed with reloading in mind.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:33
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I used to cheat all the time playing Doom and Warcraft II when I was still just a kid. But these days I can only say no.
This is because I like to roleplay whenever playing a game. To try and immerse myself in the universe of the game. To see how I, with my own vices and virtues, and strengths and weaknesses could survive and thrive in the fictional universes of these games.
When I am given the ability to manipulate EVERYTHING about my character and the world surrounding him, it kills the experience for me. I lose interest in no more than two minutes.
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