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by pton_xd
712 days ago
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> 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. |
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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.