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Love that the cheats are just program statements that can be understood, instead of some obscure rom or memory hacking. This is how software always should have been like.



One of the most valuable lessons I learned early on from hacking the binaries of savegames is that if you make it too easy, it stops being fun.

And yet, I still sometimes go to places like flingtrainer.com when a game "feels too hard" for me (and therefore is also not fun... the recently-released 2021 "Dark Alliance" is one example)

I think editing game state should be "difficult, but not impossible". The thing is, if it's "difficult", then someone somewhere's just going to make a free save editor...

"Fun" is a delicate balance in these things and probably varies by person. For example, I CANNOT STAND inventory management in games (it's not immersive, it's WORK!) so Skyrim became 100% more fun once I figured out how to console up my carryweight (and installed a mod to make the inventory UI searchable/sortable by type). To me, all this did is prevent me having to spend time traveling in-game back to a home stash to retrieve some odd thing and then traveling all the way back... that's literally "work, inside a game" to me, and takes away time better spent exploring, questing, fighting etc. Similarly, I have no idea why Blizzard limits Diablo 2 stash size (I mean... the extra database cost has to be practically... negligible for them?) because all it does is cause lots of login/logout churn for them as people switch off to mule characters to hold all their set items/uniques/runes/etc.


this really depends on the developer though....




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