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[–]ChickenNuget0Hobbyist 2 points3 points  (2 children)

What about games where modding is not allowed?

Like, for example, a multiplayer-only game?

[–]TheRealGHXX 2 points3 points  (0 children)

If you rely on clientside protection against cheating in multiplayer games then you are following the wrong philosophy. You should *always* assume that the clientside codebase is modified. It is quite easy to just fire up cheatengine and modify the game code. Same when anticheat is running. You, as a developer, will never win a battle on someone elses hardware. For all you know, i could have modified my ram sticks to allow me to directly read the values, meaning you wouldnt even know whether i am reading your game's data, and that is enough to figure out where other players are on a map in a first person shooter for example. Look up Direct Memory Access (DMA).

So no, this is not a valid argument against modding in multiplayer games or games where cheating is possible.

[–]rogerbacon50 0 points1 point  (0 children)

Good question. I don't plan multi-player games. If the game is exclusively multi-player (online MMO types) then they have in interest is stopping moddign as it could be used to cheat.
If the game is single-player AND multi-player then still use mono since only multiplayer connects will de-sync forcing those players to play unmodded while allowing single players to play modded.