HE Sims Online is a clean, well-lighted
corner of the Internet where people work to build an
elaborately decorated, chat-filled virtual world. But if
playing by the rules in this realm isn't entertaining enough,
there are after-hours joints where rogues and grifters gather
to swap schemes for gaming the game and growing rich.
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The chatter at TSOExtreme.com, for example, is a mix of
simple tips for guiding the characters known as Sims and
elaborate strategies for earning millions of the online
currency known as simoleans. Recently much of the talk has
centered on using extra software, known as a bot, to automate
the most tiresome clicking so players can rack up hundreds of
thousands of simoleans in their sleep.
One of the players engaging in this automated
counterfeiting, a 29-year-old financial planner from Texas,
said he did so without apology (although he did not want to be
identified by name). "I think the bots actually level the
playing field for people who have day jobs," he said. "When I
play an online game, I can't be the best because there are
some college kids out there spending 14 hours a day."
Web sites like TSOExtreme.com are a challenge for the
rapidly growing world of interactive games. While breaking the
rules or using secret "cheat codes" has always been an
accepted, even treasured part of single-player games, new
online games match competitors, often strangers, remotely,
which changes the dynamic. No one likes to lose unfairly, and
those who play by the rules often struggle against schemers
who believe that all is fair in love and simulated war.
For their part, many of the cheats say that bending the
game's rules is part of the fun. It is only a game, and when
it becomes boring it is time to turn to the greater game of
beating the system, they argue.
Brian Reynolds, a designer of a new online game, Rise of
Nations, likes to joke that he was "the guy who put 'Cheat' on
the main menu" when he developed games like Civilization II. A
player could use the menu at any time to create new assets
like warriors or defenses for a city.
In his new game, however, in which players meet and battle
for ratings over the Internet, that option is gone. Mr.
Reynolds and his team try to ensure that people who buy the
game have a pleasant and balanced experience when battling
others to dominate a virtual world. They fear that people
would stop playing if those who cheated held all the
power.
Haden Blackman, the producer at LucasArts responsible for
Star Wars Galaxies, an online game now being tested by 5,000
users, said that preventing cheating was one of the biggest
challenges of creating a virtual world.
One lesson the game industry learned the hard way is that
dedicated cheats will rewrite software to give themselves an
advantage. "There are a lot of great ideas we come up with and
skip because there's going to be 1 percent who will abuse
them," Mr. Blackman said.
Designers of the new Star Wars game initially planned to
let players communicate in strange languages that would be
translated by other players' computers, he said. But the
developers soon realized that cheats would find a way to break
into the hidden dictionary, gaining the ability to speak the
various languages and negotiate with aliens from other planets
- a skill that would normally develop only over time.
Bots like the ones discussed on TSOExtreme.com are just the
beginning. Some players of games with a shooter, like Quake or
Counter-Strike, have automated aiming tools that target an
opponent more rapidly than the quickest of fingers.
Others reprogram their video cards to hide the elaborate
textured walls in a game. All that is left is a wire-frame
outline, allowing a player to see through walls and track
those hiding behind them.
All of these techniques depend on users' having full
control of the software running on their home machines. Adept
programmers can rewrite the game or insert new instructions.
The other players can either play fair or join the arms
race.
The game Rise of Nations challenges a player to take a
civilization from stone axes to nuclear weapons. The biggest
worry of its designer, Tim Train, is not so much tricks that
let players triple their bankroll with a single click, as ones
that reveal hidden information or parts of a map.
"We use a simultaneous simulation on each player's
machine," he explained. "If your wealth is suddenly increased
by 100 times, the other computers notice it and quit."
To prevent people from poking around the computer memory in
search of information about the location of hidden objects,
the game encrypts all communications and stores data in
different places every time users play.
Some software makers are working on more aggressive
solutions. Tony Ray, the president of the Houston-based
company Even Balance, distributes a free product called
Punkbusters that acts as a virus detector by looking for
modifications on every player's machine. Game companies are
paying for its development in the hope of keeping the games
fair. Software installed on every player's machine watches for
cheating while periodically filing reports to other
players.
"When QuakeWorld came out online, the community was huge
and teeming with people," said Mr. Ray, referring to a
first-person maze game that was popular in the mid-1990's.
"There was serious competition and an enormous amount of
online status. Then the cheats showed up, and almost overnight
it went from something that was a hugely popular community
into something that was a wasteland.''
"All of the major developers were saying that they could do
nothing to fight cheating because they couldn't control what
went on in people's computers," he said. "The whole landscape
of online gaming changed when we proved cheating could be
fought effectively."
Mr. Ray's job is not easy. Every day he monitors discussion
sites where cheats exchange notes and software. If a new tool
emerges, he adds it to the list of unacceptable software. The
cheats, of course, look for ways to keep their software off
his list, and the larger game continues.
Tools like Punkbusters can only detect active
reprogramming, not ways in which players abuse loopholes.
(Game players often call these "exploits" to distinguish them
from outright cheating.)
"Where we run into the gray area is when people do new
things in games with the tools we've given them," Mr. Blackman
said. "They're just using them in ways that we never
expected."
Spencer Armstrong, a game tester in Calgary, Alberta, said
he once found that a glitch in a virtual world called Neocron
let his shots pass through a tree that blocked return fire. He
recounted with a mixture of pride and chagrin that he killed
some monsters to run up his score. Only after "taking full
advantage" of the situation did he report the bug to the
designers of the game, for which he was a pre-release "beta"
tester. "During a beta, I play a little fast and loose," he
said,.
But outside his circle of close friends, he said, he would
never use such a trick. "If you're playing Counter-Strike
online competitively against people you haven't met,
cheating's wrong," he said. "It's as wrong as blood doping or
taking steroids. But if you're playing a bit more for fun,
just to explore, and you're playing with the game, then why
not cheat?"
Gordon Walton, the executive producer for The Sims Online,
said his staff monitors the state of the game, looking for
anomalies. They also watch Internet activity and sites like
TSOExtreme.com for new techniques for cheating. "If something
goofy was going on, we would see it in 2.4 seconds." he
said.
This policing, however, is never perfect. "I've never seen
more than a tiny fraction of people cheat, but when they do,
it can become a tactic," he said. "It's like how everyone can
go five miles over the speed limit, because that's how it's
enforced. If you leave a cheat long enough, it becomes part of
the culture of the game."
Deciding when to step in and reprogram the game is a
challenge for designers. Mr. Reynolds, for instance, said it
was hard to outlaw a technique that was permitted by the
game's logic.
"It may be fair when the game first comes out, but we still
have to preserve the game itself," he said. "We'll start to
patch it when it destroys the balance of the game."
Some players are still saddened that Electronic Arts, the
publisher of The Sims Online, closed a loophole in the game
that showered simoleans on anyone who stepped backward
immediately after breaking a virtual piñata at an online
party.
The worst nightmare for designers are tactics that give
players unbeatable power, eliminating the pleasure of watching
a game unfold. Even when a technique breaks no rules, balance
can sometimes be restored only by banning it. Mr. Armstrong,
for instance, was simply exploiting a loophole by shooting
through trees. But if everyone did so, the challenge of the
game would disappear.
Mr. Blackman said his team would pay extra attention to the
economy in Star Wars Galaxies because designers have built in
unparalleled freedom for players to create objects and sell
them. In theory, this should give players many options and
strategies to explore, but it could also lead to players'
gaining monopolies. "I'm sure that six months after launch
we're going to have plenty of stories," he said.
Sometimes the lines between the players and their game
roles blur so that it is difficult to define what is fair.
Star Wars Galaxies encourages players to adopt a persona from
the "Star Wars" milieu, a world in which not everyone plays by
the rules.
Asked how Han Solo, one of his favorite characters, would
play, Mr. Blackman laughed and said he "would use any
advantage he could get."
"I'm that way," he said. "If you give me an advantage in
the game, I'm going to use it. We want to have some things for
the power gamer to discover, but there can't be so many that
it unbalances the game."