Monday, October 19, 2009

macros

One thing that is important as players and developers is to build smart macros. (Macros are those external programs that automatically perform certain actions. These can be things such as typing URLs, clicking locations on screen, or a script that sends HTTP requests to the game server.)

Building smart macros is sometimes difficult to do. As of late, I have been using a screen clicker (auto hot key). Sometimes you need to combine the screen clicker with a seperate page...hide any and all logic behind a browser page. (For example, have your screen clicker copy data, paste into a PHP page, then copy the resulting URL or HTTP forward and use that to advance the game page.)

There are many uses for such macro programs. First, I will discuss why this is good for players. Obviously, a player with a good macro program will be able to advance rather quickly. (This may be an over statement of course. However, lets just assume that the macro is as efficient as possible.) This can give players a competitive edge, reward smart players with high status, etc.

This is pretty obvious, and is why macro and script users are not very well liked in many communities. But, is there really anything wrong with a macro user?

To answer this question, lets now look at why macro programs are good for PBBG/online game developers. Lets say that you have built a very efficient macro for your game. (Ideally, this macro would be a built in set of commands executed by the game, or a cron script, etc. that allow you to perform any in game action.)

With your macro, you will be able to:
-balance out game statistics (ex: after running the macro you find realize you need to recaculate how long it takes to level)
-compare to the top players performance (discover if players have found loopholes in your game play)
-detect cheating (if a players activity sets off the same internal flags that the macro you built does...perhaps that player is using their own!)

As we see, there are many reasons to for PBBG develpers to create their own game macros. However, when it comes to players using macros, I think the best policy is to remove the advantage, jail the player, and update your defenses.

Also, consider taking the macro and integrating it into an "offial game macro" that you sell to players (either as a gold sink or to make real cash.)


OF course...., try to build games that cannot be macro'd. However, I understand that we all need to build a space mining game once.

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