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[–] 47 points 5 months ago (7 children)

A lot of cheat codes were back in yonder days for testers and Q&A. Need to check something on stage 9, instead of playing through the game use the code to jump there to test. Got stuck but need to test further, noclip to go through terrain then test again for replication purposes. They weren't intended for us but were a very nice and welcome addition. Now they don't have extensive Q&A anymore to need such.

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  • [–] 30 points 5 months ago (2 children)

    Also journalists, many of whom didn't grow up with videogames.

    Difficulty used to be seen as a way to adjust the play time, which was tied to the value proposition for the customer. A lot of older games used to have a gigantic difficulty spike 3 or 4 levels in specifically for rental markets. The Lion King and Battletoads are famous examples. The idea is you get the players hooked with a couple of reasonably challenging levels, then put in a wall that eats up the whole weekend they rented the game for so they want to rent it again next weekend to try to get past it.

    If you give journalists cheat codes then they can go and get screenshots of the later levels and write about how cool they are, further incentivizing players to keep renting or jjsy buy the game outright and push past.

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  • [–] 12 points 5 months ago (1 child)

    They still have the QA stuff, it's just done differently. An in-game terminal that's disabled for the release build, for instance.

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  • [–] 3 points 5 months ago

    This is only really possible with modern game engines though. Older games were often using code that was written specifically for that game. So simply disabling the cheat codes could likely break things elsewhere in the game. But modern game engines that were written with those testing tools in mind are able to safely disable the cheats before release without breaking the rest of the game.

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  • [–] 120 points 5 months ago* (4 children)

    It’s more likely because cheat codes were development / QA tools to make testing the game easier. They got left in because they were behind hidden, strange button sequences etc, removing the code risked breaking something that would be harder to test without the codes, and they can be fun.

    With better development tools, debuggers/profilers, and easier ways to distribute builds, they stopped being left in the game. And with the gamification from achievements/trophies, cheats would devalue/trivialise unlocking achievements etc and break their purpose.

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  • [–] 11 points 5 months ago

    Improvements in development/debugging tools definitely explains part of the puzzle - but I think your last sentence is actually a much better explanation, because I absolutely remember games where cheats weren't just in the game, but were explicitly available to the player through menus (the Ratchet and Clank quadrilogy comes to mind).

    The culture around cheats has kinda just changed. People much more value either a vanilla single-player experience, or a truly modded one. Plus the prevalence of multiplayer games has increased exponentially since cheats were popular - and of course outright cheating online is a big no-no (though I wish that were the case with P2W)

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  • [–] 4 points 5 months ago

    Not if it's blood is smiley faces, you fall down you land on a roof, your head gets bigger, omg you can fly!, everyone has a clown nose, you reveal a hidden set of armor that has no actual stats but is purely for looks.

    If it's, it skips you ahead, defeats a part of the game, unlocks achievements and has an effect on the online servers then I understand not leaving them in. If it's fun garbage Easter egg bullshit, then it should be left in.

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  • [–] 19 points 5 months ago* (7 children)

    I just ordered an amiibo emulator off AliExpress.

    My wife is like "isn't that cheating" and I'm like "yeah, but it's pay-to-play, so I'm okay with that".

    It's less cheating than a game genie...

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  • [–] 10 points 5 months ago (2 children)

    Can't a phone with NFC and an app send any Amiibo's signal? I'm pretty sure I've done that before.

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  • [–] 2 points 5 months ago (2 children)

    Cool! Always wondered if a fun solution were ever found for the Monster Rancher PS games where you'd put arbitrary CDs/DVDs in to see what monster was generated.

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  • [–] 2 points 5 months ago (1 child)

    I was just thinking about this series a few days ago. Such a good gimmick.

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  • [–] 2 points 5 months ago

    It felt like fucking magic at the time lmao, and the games were legitimately fun and interesting even without the ~best gimmick of all time involved.

    Could enjoy the games pretty entirely even with zero discs to scan. But the magic disc lottery, plus access to tons of otherwise unavailable entire species of monster, plus breeding that opens up from there 🤌

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  • [–] 50 points 5 months ago (5 children)

    I haven't really seen this trend like... at all. Even Assassin's Creed style games where you can buy XP packs or certain items or whatever is not really the equivalent of old timey cheat codes.

    If anything I would probably argue the introduction of online Achievements probably halted the prevalence of cheat codes.

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  • [–] 5 points 5 months ago (4 children)

    I credit that to the rise of the subscription model. Why sell an item that gives infinite xp or unlocks all the items like an old-fashioned cheat code when you can instead sell a bunch of items that only give some xp or one item?

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  • [–] 6 points 5 months ago* (last edited 5 months ago) (3 children)

    I mean, I don't think so personally. Like I said, we haven't really seen any type of throughline of cheat codes being replaced by the equivalent effect but in microtransactions. There are tons of games out there with absolutely zero microtransactions and yet still no cheat codes. If some companies were replacing cheat codes with MTX it would follow that at least some of the vast plethora of other developers that don't use microtransactions still include fun old school style cheat codes in their games. But that isn't the case. What is the case is that more or less no game full stop has cheat codes anymore. But what do they all have? Achievements.

    I get that microtransactions suck and I do hate them too but I don't think we can just blindly blame everything on them.

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  • [–] 3 points 5 months ago (2 children)

    True. I don't agree that they were specifically removed to be replaced with microtransactions. They were removed because games gradually added online features like multiplayer or achievements to the point where very few are exclusively personal experiences where cheating can be isolated to the individual and not affect anyone else. But at the same time, I don't think they'd ever bring cheats back even if they didn't mess with online play, because they could sell them back to us piecemeal instead.

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  • [–] 2 points 5 months ago

    It's also just like... gaming is different now and the culture is different. Games take themselves more seriously in ways they didn't use to in say the late nineties/early aughts. There was a whimsical air to early games where you know, it wasn't a big deal if you used cheat codes, you were just having fun by yourself at your PC. These days games are to a much further extent curated experiences that take themselves seriously and where it's important to get the full "artistic vision".

    Also in the pre-internet times it was often a benefit to have secret stuff like cheat codes to generate buzz. I'm reusing an example from elsewhere in this thread but it was good word of mouth at the school/work place to have people spread the word about neat things like the Big Daddy car in Age of Empires or whatever. These days you could just find it with a quick search, and the magic and appeal of that kind of stuff is gone.

    And again I want to pushback on the MTX angle a bit simply because we are still far from being at a stage where every game has them, even AAA games. Hell, if anything the GAAS and MTX wave seem to be abating. I would be much more on board with your argument if microtransactions were absolutely omnipresent, but we're not there at all, even in the AAA space. And I could absolutely see a retro-themed indie single player game add some old school cheat codes, I actually think at this point it would be a pretty solid marketing trick.

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  • [–] 1 point 5 months ago

    Regarding the achievements, there are many that only unlock if you are playing a certain difficulty or ruleset. It's not difficult to disable achievements while cheat codes are active. Plus people who are cheating with achievements (or high scores) often just fake it entirely and just send steam a fake score or achievement unlock, or use 3rd party tools/mods to do the cheating so the game can't even filter cheating vs legit achievements.

    And this reminded me of a parallel to cheats offered by paradox games: custom rules. With CKII, you can create custom rulers without any limits. It'll say "don't go above this score if you want achievements, otherwise do what you want". You can even replace every single ruler in the game with basically mortal gods before you start and switch between them at will if you don't care about achievements, or replace everyone else with sickly imbeciles and dominate them all until they start dying off and getting replaced with normal characters.

    And mods are another direction customization and replayability were taken vs using cheat codes.

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  • [–] 17 points 5 months ago (3 children)

    Odd take.

    I can't think of a single thing that used to be a cheat code that is now a microtransaction.

    Want easy mode? It's now a menu. Infinite lives are the default. Immortality modes and slow motion aiming are often under accessibility options.

    None of these can be purchased.

    Old games had cheats because they were hard as nails, and a game where you can't get past the second level wasn't going to hold a kid's interest for long.

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  • [–] 16 points 5 months ago (5 children)

    The most devious of their schemes are the "skip the grind" kind of micro transactions. The sleaziness of making your game a slog just so you can sell the solution to the problem they created is diabolical.

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  • [–] 11 points 5 months ago

    The rich kid solution. Just SMH when I play against some super-low level player with all the skins and kit that normally take months to acquire - if they can even be earned in the first place, some items are cash only. Usually huge tryhards too with other “skill assists”.

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  • [–] 4 points 5 months ago (2 children)

    This is the triumph of short-termism, they are urinating in their water supply, people will just stop playing. There are just so many other things to do, training people to hate games is probably bad practice for game manufacturers.

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  • [–] 25 points 5 months ago (6 children)

    I'm not aware of any game where you can buy literal cheat codes, though.

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  • [–] 14 points 5 months ago (2 children)

    Closest that comes to mind is Assassins Creed Odyssey with the XP booster.

    For 1,000 Helix Credits ($9.99), you can purchase a permanent XP booster that gives you 50% extra experience points for the remainder of the campaign.

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  • [–] 6 points 5 months ago* (2 children)

    I see that as a business opportunity.

    Base game: 70€
    Infinite ammo: 10€
    All guns: 15€
    Immortality: 20€
    No clipping: 5€

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  • [–] 6 points 5 months ago (1 child)

    I think you're going to end up with a time traveling assasine hunting you down one day.

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  • [–] 11 points 5 months ago (1 child)

    Also end game special objects.

    Sometimes when you beat a game you get a special skin or object for a rerun.

    Nowadays that's a preorder-dlc.

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  • [–] 2 points 5 months ago*

    Or worse, its a super hard to gain item.. and after the first few people spend months earning it, which increases demand via jealousy and envy, THEN they release a paid dlc of the same damn thing with a different name, that the credit card warriors can purchase and have immediately.

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  • [–] 8 points 5 months ago

    What game are you playing that lets you buy cheats from their own store?

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  • [–] 27 points 5 months ago* (last edited 5 months ago) (9 children)

    No, they removed them because ~console dev modes were easier and more flexible to use. Cheat codes mostly just existed for testing purposes, with the occasional silly one thrown in just because.

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  • [–] -1 points 5 months ago (8 children)

    No one is talking as to why they exist but rather why they are in the wild.

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  • [–] 7 points 5 months ago (7 children)

    My point was that devs made better ways to test things, so the entire practice of having cheat codes at all fell out of fashion. They existed previously because they were used by the devs, and taking them out before release was a hassle. Now, they either don't need them, or have easier ways to remove them.

    The WHY THEY EXISTED is integral to understanding why they existed in the wild.

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  • [–] 0 points 5 months ago (1 child)

    I sincerely doubt that is the sole or even primary reason they existed. You cannot tell me the Big Daddy car in Age of Empires was an invaluable part of playtesting.

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  • [+] -6 points 5 months ago (4 children)

    You are missing the point and just repeating the same thing over, the view being expressed is that they exist in the wild for commercial not incidental reasons.

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  • [–] 6 points 5 months ago (3 children)

    I'm not missing the point, I'm disagreeing with that incorrect stance. The repetition is because you're missing the point.

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  • [+] -7 points 5 months ago (2 children)

    You forgot to mention the cheat codes were for testing the game during development, shape up.

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  • [–] 30 points 5 months ago (1 child)

    Is this r/im14andthisisdeep from 2011?

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  • [–] 7 points 5 months ago

    The first time I ever paid for access to cheat codes was in 1990.

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  • [–] 7 points 5 months ago

    Did they? Do you have widespread examples, as I can't think of any? You must have loads.

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  • [–] 19 points 5 months ago (2 children)

    Most cheat codes got removed because game devs got better at separating debug tooling from game logic, but especially because publishers and console verification are very strict about what games are allowed to ship with. Shipping with debug tooling is one of the easiest ways to fail validation.

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  • [–] 5 points 5 months ago* (1 child)

    Publishers are always the biggest cunts in the entertainment industry. Personnel managers, record labels, game publishers, book publishers, movie distributors. Of course they'd do their best to remove fun from the entertainment.

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  • [–] 2 points 5 months ago*

    Depends on the publisher, but unfortunately there's enough grubby publishers out there that the word is associated with bad execs. I automatically assume a publisher is unethical unless they prove otherwise. Even annapurna showed their true colours eventually.

    That said, I have seen multiple instances of publishers actually saving games by stepping in and putting their own devs into the process. One example would be Valve, with left 4 dead.

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  • [–] 13 points 5 months ago (5 children)

    Uhh, that doesn't add up. Cheat codes started getting used less, as far back as the PS1 generation - long before dlc existed. It was a pretty rapid shift from that point on.

    It's weird hearing incorrect things about history from people who were evidently not born yet, when I was there. How do I go back?

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  • [–] 1 point 5 months ago (2 children)

    IDK man, console access and cheats are still pretty common for PC games. Although there are exceptions too, at least one game series I know, first few titles had console access and cheats, then they removed it after they stupidly left DLC content accessible through console commands in the base game... Which is pretty much an example of what OP claimed. So maybe it's not always the reason, but it sure is sometimes.

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  • [–] 2 points 5 months ago (1 child)

    Cheat codes were a debugging tool.

    As development tools got better, they became obsolete.

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  • [–] 6 points 5 months ago

    No, cheat codes as debugging tools is like 25% of the story at best. That may be how they got their start, but it completely misses how they were very much a wider cultural phenomenon for some time.

    In 007 there's a cheat to make everyone's heads comically bigger. In Tomb Raider, entering a cheat input incorrectly causes Lara to explode. In Heretic, if you enter cheats from Doom you'll get the opposite of the intended effect. In Gauntlet: Dark Legacy there is an entire litany of secret character models you can play as, if you choose the right character and give them the right name. There's a cheat that turns Banjo-Kazooie into a washing machine. Another one that initiates a zombie mode in Scott Pilgrim. There was a golfing game where hitting the ball 100 times and then inputting a shortened version of the Konami code generated a completely different Fantasy Zone minigame.

    Do those sound like helpful debugging tools?

    There was a time when entire websites were devoted to cheat codes and easter eggs (of course the most enduring ones were the broader sites that included whole walkthroughs like GameFAQs), and entire books would be published just for cheat codes.

    Ultimately cheat codes were far more about easter eggs and unique game experiences than they were for debugging purposes - especially since as plenty of people have already pointed out, it wasn't long before better debugging tools were invented anyway.

    The end of the day it was just a trend. People had interest in these things, then interest subsided.

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  • [–] 6 points 5 months ago

    The only thing close to cheat codes I've seen are the bonus modes you unlock in Uncharted, like Slow motion, and mirror mode. Which are not DLC.

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  • [–] 11 points 5 months ago

    And they forced you to be always online for verification so modders couldn't do it for free.

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  • [–] 21 points 5 months ago (7 children)

    Cheat codes were a byproduct of flimsier game development standards.

    Main reason why game development times inflated so much were due to today's gamers have higher standards when it comes to balancing. Some indies even have to rely on volunteer testers, just so they don't get bomb threats from Asmonfan1488 due to not all weapons were perfectly balanced.

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  • [–] 5 points 5 months ago (2 children)

    actually i think the standards have lowered, because there is an expectation that if a game is unbalanced, it will be fixed via a patch.

    in the past if a game was going to be unbalanced it would always be unbalanced, and so the pressures were higher to get it right the first time.

    its problem better to assume that the arms race in graphics and features is more to blame. yet with all that extra time and money indie games still rise above.

    cheat code prevalence is fad that comes and goes.

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  • [–] 3 points 5 months ago (1 child)

    No, games were still broken on arrival, they just were left broken (save for PC).

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  • [–] 0 points 5 months ago*

    i mean now-a-days if your console game is broken on arrival and remains left broken, that is a direct choice to do so by the publisher or studio.

    i know you still download updates every time you boot up the console, and then everytimr you start the game

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  • [–] 2 points 5 months ago (1 child)

    Which I really hate, by the way. What even is the point in trying out different weapons, if you can't find one that's just stupidly overpowered?

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  • [–] 1 point 5 months ago

    Best game balance I ever had was in Control. In the game settings you can make the game super easy. Where most enemies take one or two bullets to stop but inturn I didn't take any health or defense. So it ended up that I would also die in one or two hits.

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  • [–] -1 points 5 months ago

    Cheat codes were a byproduct of flimsier game development standards.

    No, they're either remnant of beta testing or just recognition that playing game with cheats is just fun for significant part of the audience

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  • [–] 7 points 5 months ago

    The gaming industry didn't remove content from games because it takes too long to develop, they removed it so they could sell us DLC and a half finished game.

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  • [–] 7 points 5 months ago (1 child)

    I thought cheat codes were there originally for debugging and playtesting

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  • [–] 2 points 5 months ago

    That's what I heard and it made sense. You didn't want the developer or tester to have to progress normally to test things.

    But I guess now we have better debug tools, and release builds vs debug builds. Because resource isn't a problem and we can insert all those extra info on debug build

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  • [–] 6 points 5 months ago

    Provide examples if that is the case.

    Cheat codes were originally for testing and, occasionally, for fun. Sometimes they became Easter eggs. I can't think of a single game where your assertion is true today or in the past.

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  • [–] 6 points 5 months ago*

    Most cheat codes of the past were literally just shortcuts for QA and other testing. They don't need them now so they don't program them in. Though if it's on PC and has a command console, they do still have ways of using it to cheat. I do hate when an Unreal Engine game disables the console entirely, tho. I know it has one, and a lot of commands are the same across all games on it. I even found it interesting that the Oblivion Remaster uses Unreal's command console, but all the original GameBryo commands work. Even Ref and ItemIDs are identical.😃

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  • [–] 3 points 5 months ago*

    Quality shower thought

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  • [–] 3 points 5 months ago (3 children)
  • [–] 2 points 5 months ago (2 children)

    No longer produced, not removed from existing content. Very few games have cheat codes now. Only thing I can think of is Lego games via code, and even those cheats are available through progress in the game.

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  • [–] 1 point 5 months ago

    I kinda live in the gaming world and really can not confirm that supposed trend at all. You still have lots of games with cheats, dev consoles and all but the pc gamer part of me has other options in an case.

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  • [–] 5 points 5 months ago

    We were never meant to have cheat codes at all.

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  • [–] 4 points 5 months ago (1 child)

    There are so many free apps out there that will give you an endless list of cheats. There's even a free app that will let you hack the games yourself. I'm surprised you've not heard of any of these.

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  • [–] 2 points 5 months ago (1 child)

    just stop buying that trash

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  • [–] 1 point 5 months ago

    There's a big difference between cheat codes and paid stuff for whales.

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  • [–] 2 points 5 months ago

    They removed them because they have the technical ability to do so (due to game engines, ease of testing, etc.)

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  • [–] 2 points 5 months ago

    I thought about this the other day. We can only hope that genius people keep making ways to pirate games.

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  • [–] 2 points 5 months ago (1 child)

    Its ok to be stupid sometimes op.

    The market is flooded w more games than ever....and there's a brazillion games that dont do this.

    Stop playing NBA 2k trash. Start playing indie trash at least.

    This is the era where there's more amateur smut than ever before. Learn to enjoy life. Even a cuck like u can find something good.

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