Who cares about cheating in a single player game, anyway? It's not like they're affecting anyone but themselves anyway. Especially if they wait until a second playthrough or so to break out the gameshark.
I never cared about "achievements" or "trophies" when playing these games, personally.
I was just stoked to be playing a game that celebrates the amazing sport my heroes at Le Mans, Indy, Daytona, etc. get to compete in for real and drive all sorts of cars with different drivetrains, designs, etc.
I always preferred to play the game at my own pace on my terms. Bragging rights like those just weren't for me.
And yet the only way to be sure is to be streaming the game from the server (Still you can hack the input to some extent so still not one hundred procent, for that you need to own it all from client to server). Still is good that the internet is not good enough for it to be the norm but I see the normies using it more and more.
I don't hate achievements, but only as sort of a log of what I've done because I've played so many games.
Still, I've cheated at tons of single player stuff and no shame for it. Games are for my entertainment and not to measure myself up against others. The achievement whores can piss off if they think cheating in single player is a problem to that. I've cheated in some online too, but just to beat a grind in a not PVP game. Who cares?
But, all those achievements and bragging rights on reddit, would be invalid...
Still think that even multiplayer should go back to self hosted dedicated servers and then the game if it is any good can live forever and people can form their own groups/server where their jannies bans the suspected cheaters.
I'm always for giving the user options but having a easy default (cause we both know that many are retarded, but their less retarded friends can help them with the more advanced stuff) so that sounds great to me.
It is sad that gog is going the way of globohomo, since they usually kept separate exe versions for their games, and steam does as something similar aswell but it is up to each dev.
Regarding the modularity, I think in the past the multiplayer and single player of game engine were almost the same with the difference being that single player started a local server in which you then hosted the single player content (atleast fps did it), So it is valid tactic (not sure why it was ended) only perhaps MMOs are the ones that you cannot do that.
EDIT:
It wouldn't even be that difficult to implement, devs though are not often keen to give up control of their code over to strangers as if something 'disastrous' might happen. Another nonsense attitude I see from them, on the Unity forums I saw quite a few of them have a baffling obsession with working on encryption for their code to prevent any editing as if they thought some l33t hackers were going to come and steal their super secret source code which is actually nothing special in the slightest.
It is the corpo mindset, and i mean the elite hackers and their autism can decrpyt denvo and other stuff from assembly xD, Only way to stop them is to not run any code on client.
Who cares about cheating in a single player game, anyway? It's not like they're affecting anyone but themselves anyway. Especially if they wait until a second playthrough or so to break out the gameshark.
I never cared about "achievements" or "trophies" when playing these games, personally.
I was just stoked to be playing a game that celebrates the amazing sport my heroes at Le Mans, Indy, Daytona, etc. get to compete in for real and drive all sorts of cars with different drivetrains, designs, etc.
I always preferred to play the game at my own pace on my terms. Bragging rights like those just weren't for me.
And yet the only way to be sure is to be streaming the game from the server (Still you can hack the input to some extent so still not one hundred procent, for that you need to own it all from client to server). Still is good that the internet is not good enough for it to be the norm but I see the normies using it more and more.
I don't hate achievements, but only as sort of a log of what I've done because I've played so many games.
Still, I've cheated at tons of single player stuff and no shame for it. Games are for my entertainment and not to measure myself up against others. The achievement whores can piss off if they think cheating in single player is a problem to that. I've cheated in some online too, but just to beat a grind in a not PVP game. Who cares?
But, all those achievements and bragging rights on reddit, would be invalid...
Still think that even multiplayer should go back to self hosted dedicated servers and then the game if it is any good can live forever and people can form their own groups/server where their jannies bans the suspected cheaters.
I'm always for giving the user options but having a easy default (cause we both know that many are retarded, but their less retarded friends can help them with the more advanced stuff) so that sounds great to me.
It is sad that gog is going the way of globohomo, since they usually kept separate exe versions for their games, and steam does as something similar aswell but it is up to each dev.
Regarding the modularity, I think in the past the multiplayer and single player of game engine were almost the same with the difference being that single player started a local server in which you then hosted the single player content (atleast fps did it), So it is valid tactic (not sure why it was ended) only perhaps MMOs are the ones that you cannot do that.
EDIT:
It is the corpo mindset, and i mean the elite hackers and their autism can decrpyt denvo and other stuff from assembly xD, Only way to stop them is to not run any code on client.
Steam had that back in the day. Tons of mods used it. Most modern games do not have that though.