Matt Pritchard (developer van Age of Empires 1 en 2) bespreekt multiplayer cheaten en 'reverse engeineering' (hacken) in de gaming wereld van tegenwoordig. Onder andere bespreekt hij hoe zogenaamde hacks tot stand komen, en hoe makkelijk het blijkt voor sommige mensen om achter dingen te komen die ze helemaal niet hoeven te weten:

I've lost count of the number of developers I've encountered who thought that because something they designed was complicated and nobody else had the documentation, it was secure from prying eyes and hands. This is not true, as I learned the hard way. If you are skeptical, I invite you to look at the custom graphics file format used in Age of Empires. Last year, I received a demanding e-mail from a kid who wanted the file format for a utility he was writing. I told him to go away. Three days later he sent me the file format documentation that he reverse-engineered, and asked if he missed anything. He hadn't. Thus, this is a perfect example of rule number five. Yes, I've borrowed it from cryptography, but it applies equally well here. Rule #5: Obscurity is not security. Sometimes we do things, such as leaving debug information in the game's executable, that make the hacker's job easier. In the end, we cannot prevent most cheating. But we can make it tough. We don't want effective cheating to be a matter of just patching six bytes in a file. Ideally we want hacking a game to be so much work that it approaches the level of having to completely rewrite the game -- something that goes outside the realm of any reasonableness on the hacker's part.Binnenkort dus iemand's PC cracken (correcte term gebruiken natuurlijk ) via Unreal Tournament