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by comex 2334 days ago
Fundamentally broken in theory. In practice:

- The percentage of people who want to cheat is not that high.

- Any cheat that spreads widely enough can be obtained by the developers and detected. Cheat developers can and do sell exclusive cheats to smaller groups of people, but fewer people using the cheat also means less disruption.

- With tactics like delayed ban waves, game developers can make cheating risky enough to create an effective deterrence, even if they don't actually catch all cheats.

- If all else fails, game developers can have players manually review other players' replays for cheating, like with Overwatch for CS:GO (not to be confused with Overwatch the game). So obvious cheating will be caught, and if people make their cheating non-obvious, well, that also makes it less likely to annoy other players.

These measures can't stop all cheating, but they don't have to; they just have to deter it enough that it doesn't unduly hamper most players' experiences. In practice, it seems like most games are able to accomplish this.

1 comments

But these games commonly employ intrusive anticheating software, do they not? Regardless of its effectiveness, that counts as a large part of the genre being fundamentally broken.
Csgo isn't intrusive at all