But isn't that kinda the same as saying that every time you see a shop, you immediately go into shoplifting mode and thus all shops (and all prices) are the same?
Well every time I see a locked door I def _think_ about what it would take to bypass it. Especially those business office glass double-doors with motion detection and a hand-lock on the bottom.
But in the context of playing a game, if someone presents a challenge with a set of rules, and I see a potential shortcut, I'm going to try it. Reinterpreting rules is fun in its own way.
> But in the context of playing a game, if someone presents a challenge with a set of rules, and I see a potential shortcut, I'm going to try it. Reinterpreting rules is fun in its own way.
I used to think this way, then I got bored of hex editing in memory values of games I was playing to cheat.
Is there challenge in hunting down memory locations for important player data? Yes. But it is a different challenge than playing the actual game, and winning at one should not be confused with winning at the other.
> I used to think this way, then I got bored of hex editing in memory values of games I was playing to cheat.
One interesting difference here is that it's directly using the supplied game interface to exploit the game. And in a way, it's precisely following the game instructions, too -- ask clever questions to figure out what happened. So in some ways the game ends up feeling like a half-baked experience with poorly thought out boundaries, rather than me cheating.
That said, the instructions do say that I'm supposed to roleplay as Detective Sheerluck.
I do find it interesting that it's entirely up to me to keep the experience functioning. Very much the opposite to most games -- imagine a physics-based platformer where you shouldn't hold the jump button for too long or it'll break! But wait, the instructions for this hypothetical platformer say you're supposed to be in a realistic environment, and clearly jumping that high isn't realistic, so I must be cheating... or maybe the jump button just needs more work.
> But wait, the instructions for this hypothetical platformer say you're supposed to be in a realistic environment, and clearly jumping that high isn't realistic, so I must be cheating... or maybe the jump button just needs more work.
This is why the speed running community separates glitch from glitchless runs.
Plenty of games have "game breaking" glitches, all the way up to arbitrary code execution (an example of ACE in Super Mario World https://www.youtube.com/watch?v=v_KsonqcMv0), and breaking the game into pieces is a different sort of fun than trying to play the game really well.
If you convince the game to give you responses outside the parameters of the game play itself so that you can use it without having to pay for your own access to an API, then what would you call it?
"Every time I see a new action game, I immediately use cheats to godmode and noclip to the final boss so in a way all games end up with the same gameplay".