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Wednesday, February 24. 2010Wizard 101 Players Cheat but aren't BannedTrackbacks
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"What did it cost KingIsle (except a bit of embarrassment)? There is no "player achievement" that is being protected, only a bit of revenue lost (or not)."
If they left the item with the players who received it through the store issue, the problem would be the community uproar. Some players get an item for "free" when others have to pay for it? Lesser things have caused forums to explode and have done great harm to communities. I agree the players should not be banned, but removing the items and returning the in-game gold used to buy them was the right move.
Well, there will be some "uproar" from those who took advantage of the flawed implementation as well.
Game developers need to be responsible for what they code. Exploits are a failure of developers, not of players. It is legitimate to tell players that there is a flaw and that the players should not take advantage of it until it is corrected or they will be penalized, but the burden is on the developers, not the players. Players should be rewarded for finding and reporting bugs/exploits. I do think that the non-ban, refund proposal is certainly a good tactic.
True. The players who took advantage may complain, but overall I think the impression of the company will be more favorable than if they had let the items remain.
Now, I don't have any details on this exploit or how it was used, but the impression given by the phrasing ("players found an exploit that allowed them to unfairly obtain the new winged mounts") made it seem that the players needed to do something to use the exploit. If that something was outside normal play or normal use of the cash shop, while it is still a flaw in the code, the players should not even really be surprised the item was later removed. As for "Players should be rewarded for finding and reporting bugs/exploits", I agree. But only if those players report the bug/exploit rather than a) continuing to take advantage of it (the first time may be unavoidable, depending on how it was discovered) and/or b) passing the information on to other players so more people can take advantage of it. The developers do have to shoulder most of the responsibility for problems with the code, but as in any community, members of the playerbase should act responsibly when confronted with such problems. (Yes, I know, this is the internet. How likely is it this community responsibility will be the norm, right? I'm not sure if I'm an optimist, delusional, or both, but I think it is a good "in a perfect world" scenario to aim for.)
(by the way, Tanek, excellent, thoughtful comments)
I think you are (largely) correct. There needs to be a fusion of community management and responsibility by both developers and players. 1. Developers are responsible for avoiding flaws. 2. Players are responsible for reporting them. 3. Developers are responsible for correcting flaws and rewarding finders. 4. Developers should not punish exploiters, but they should not be rewarded either.
This story reminded me of something I published in Business & Legal Primer for Game Development. Until today I'd forgotten to post it to Habitat Chronicles. I've now remedied that: http://awe.sm/51tHK
The section that relates to this post is here: Beta Testers != Paying Customers One recurring error in multi-user game testing is the problem of assuming that Beta users of a product will behave like real customers would. They don’t, for several reasons: A. Beta testing is a status symbol amongst their peers “I’m in the ZYXWorld Limited Beta!” is a bragging right. Since it has street-cred value, this leads the user to be on their best behavior. They will grief much less. They will share EULA breaking hacks with each other much less. They will harass much less. They won’t report duping bugs. The eBay aftermarket for goods won’t exist. In short, anything that would get them kicked out of the beta won’t happen anywhere near as often as when the product is released. B. Beta testers aren’t paying. Paying changes everything. During the Beta, the users work for you. When you release the game, you are working for them. Now some users will expect to be allowed to do all sorts of nasty things that they would never had done during the Beta. Those who were Beta users (and behaved then) will start to exploit bugs they found during the test period, but never reported. Bad beta users save up bugs, so they could use them after your product’s release to gain an edge over the new users, to dupe gold, or to just crash your server to show off to a friend. So, you’re probably wondering; How do I get my Beta testers to show me what life on my service will really be like and to help me find the important bugs/exploits/crashes before I ship? Here are some strategies that worked for projects I worked on: Crash Our World: Own up to the fact that Beta testers work for you and they do it for the status – incentivize the finding of crash/dup/exploit bugs that you want them to find. Give them a t-shirt for finding one. Put their portrait on the Beta Hall Of Fame page. Give them a rare in-world item that they can carry on into general release. Drop a monument in the world, listing the names of the testers that submitted the most heinous bugs. Turn it into a contest. Make it more valuable to report a bug than to keep it secret. Pay-ta: Run a Paid Beta phase (after Crash Our World) to find out how users will interact with each other socially (or using your in-game social/communications features.) During this phase of testing you will get better results about which social features to prioritize/fix for release. Encourage and/or track the creation of fan communities, content databases, and add-ons – it will help you understand what to prepare for, as well as build word-of-mouth marketing. But, keep in mind that there is one thing you can never really test in advance: How your user community will socially scale. As the number of users grows, the type of user will diversify. For most games, the hard-core gamers come first and the casual players come later. Be sure to have a community manager whose job it is to track customer sentiment and understand the main player groups. How your community scales will challenge your development priorities and the choices you make will have you trading off new-customer acquisition vs. veteran player retention.
i got hacked on wizard101 and the person did some stuff bad to my account one day i got on and i was banned what can i do
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