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They actively changed how they code the game from the ground up to prevent this sort of thing from happening, just like how we began using single screen multiplayer on consoles to prevent screen looking. Now hacking requires extremely risky actions, so it is far less prevalent. RTS's of today, realized it was a problem, and began working server side for sight. Surely you can admit using hacks is not a legit tactic. If you want a better analogy: Map hacking in old RTS's where it was extremely prevalent. The more a player must rely on their own actions rather than actions of others the better a competitor they become. The more control you have over what information the user has, the better arbitrated the game. The whole reason we started playing online with a single person on a screen is to prevent unwanted information to be leaked to the user. If you recall Starcraft 64 screen peaking is most certainly a flaw. It does nothing to fix the problem - so it passes off a flaw as a feature.īefore online gaming, there was multi-screen multiplayer. Also, your argument is that 'well if you don't like it don't play on this platform' doesn't improve upon a flaw - but rather forces us to live with it. It's that 'reality of the platform' that is the flawed feature argument. If you don't like it, don't play split screen games. Screen peeking is neither a flaw nor a feature. A "neutral third party whose job it is to determine whether another player is breaking the rules" sounds a lot like the code for a game. The arbitration required is a lot like a well coded game, without 'flawed features' like this one. Click here for a list of other gaming subreddits.Īctually that is exactly the point I was trying to make.
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#Super mario kart 64 results screen mod
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