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Jeez. A walled garden gated by a bureaucratic rubber stamping process (which I'm sure can't scale with the pace of software creation) sounds awful.

Path of lesser resistance: sandbox games. And have weak (serverside)/no anticheat. Cheating in games isn't as big of a deal as malware in your kernel[0,1]. It's just not that important.

0: https://hackaday.com/2022/08/29/genshin-security-impact/

1: https://www.pcgamer.com/doom-eternals-first-update-includes-...



Cheating in online games is enough to make multiplayer unplayable if it becomes rampant enough, which as a game developer you care about. One example:

https://www.ign.com/articles/team-fortress-2-players-protest...

So having some form of preventing cheating is important. Doing it right is tricky I guess




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