It's a bit like complaining that these days people just want to watch TV, instead of writing and performing their own plays.
This led to legit players that were just good being banned by salty mods, or cheaters that were subtle enough to only gain a slight edge not being banned.
Other games did similarly. Quake 3 Arena added Punkbuster in a patch. Competitive 3rd party Starcraft 1 server ICCUP had an "anti-hack client" as a requirement.
Cheats were a problem. Not even a nascent problem, but already established. Bad enough that VAC was released in 2002, Punkbuster in 2000...
In competitive gaming you cannot just find a stable friends group to play against: you need competition, and a diverse one. We somewhat palliated this by physically playing in LAN, but that still limits to a radius around you and it's cumbersome when you can just find an opponent online (we had manual matchmaking on IRC before modern matchmaking existed).
The problem is that cheating can be very subtle if done correctly. The difference between "that guy is better that me" and "that guy can see through walls" is pretty much undetectable through non-technical means if the cheater is not an idiot. This poisons the competitive scene.
Competitive gaming is huge. It was big back in the day but now it's a monster. Just check the largest categories on Twitch: LoL, TFT, WoW, CS, Valorant...
Who said anything about meaning? People being shit at the game invalidates that the game ruleset is competitive?
This is like saying we need to institute drug testing at all parks to play football. Cheating in sports is a problem that very few players are concerned with. Caring about who wins isn't even common. Most are just kicking a ball around with their mates.
Yeah I'm the one in a bubble because I think players that play competitive games expect competitive integrity, regardless of their skill level.
And they don't even need it all the time either. I did once participate in a CS:S tournament, so I guess I was "competitive", but half the time I was on gun game or ice world or surf maps. My friends and I played normal Warcraft 3 against each other, but otherwise I pretty much only played custom maps, which were apparently popular enough to spawn an entire new genre. I never ran into problems queueing for something like preschool wars or wintermaul. When we did queue for ladder sometimes it was like 10 minutes to find a match.
To your earlier point about e.g. Valorant: my mom invited me to play on weekends with her and my sister. I know my mom is 0% competitive. This was not some serious thing. I couldn't play with them because I'm not going to buy another computer just to run it. That's the absurdity here.
The International (a DOTA 2 competition) has like $40m in prizes. EWC in 2025 was $70m. 99.6 million people watched the League of Legends World Championship final. And we're not even talking about the millions of dollars of sponsorship involved.
That's great your mom isn't competitive in Valorant, but massively irrelevant. It's like me saying "I play flag football with friends, there is no competitive football."
Anti-cheat is important because this is how the best players are discovered, this is how they're recruited. If a game is 50%+ cheaters, the game will die... DOTA2 would cease to exist today as a big deal. Same with Valorant.
Aside from competitive gaming, GTA V online makes $1 BILLION in ARR. That would be $0 if the game was flooded with cheaters.
Now this isn't me defending kernel level anti-cheat, I think there are better ways to do it and some games do a great job here.
But man, calling GTA V online and competitive e-sports a "tiny bubble" is like calling the NFL a "tiny bubble".
Millions of people play American football casually vs a couple thousand in the NFL, and football isn't a very popular sport to actually play. We don't need to drug test everyone at the park. We don't need to require everyone to play with official league equipment. Again, >99.9% of football players are not in the NFL. The NFL is a tiny bubble in the world of people who play football.
And it's trivial for e-sports tournament organizations with millions of dollars in prizes to spend $50k on a set of standard, controlled computers to play on. Cheating shouldn't be a problem when money is on the line because the only time a player touches the machine is at the tournament. You use standard league equipment during league games. Otherwise who cares?
As far as I know, GTA V does have cheaters and has since the beginning, so it's apparently an example of how it doesn't matter.
Even so, no game ever is 50% cheaters, or anywhere near that. Even games like Gunz: The Duel where the netcode was so garbage that hits were decided on the computer of the person being shot still didn't have many cheaters. Probably less than 1% of players. The overwhelming majority are just having fun. Cheats are boring after like 5 minutes.
"Competitive tennis cannot possibly be huge"
"Competitive coding cannot possibly be huge"
People play competition sports. They except no, or minimal amounts of cheating. Your personal feelings about it don't matter. The kid that plays basketball with 12 years olds on saturday mornings has the right to not have to deal with cheaters, and it doesn't matter if he's in the top .0001% or a shitty player that cannot distinguish his hands from his ears.
Have a quick look at the ladder on Counter Strike, or Faceit, or ranked play on League of Legends/Valorant/Whatever: it's not a niche. These games requiring kernel AC no matter the type of play is another subject, but people play to compare themselves to other, massively.
People who get intensely serious about 12 year olds playing basketball because their kid will be in the NBA some day so everyone needs to take the game very seriously so their kid can practice have rightly always been mocked. The entire point is to have fun.
I've played in Friday night sports leagues where people were drinking during the tournaments (and sometimes that's the point, c.f. sloshball). There are absolutely tons of people that do not take even the "competitions" seriously, and even more that aren't even serious enough to join a league.
Video games being something people play at home, I'd probably be surprised if there weren't more people that regularly play any given esports title under the influence of marijuana or alcohol than there are those who take it as a serious thing[0].
On competitive coding, Advent of Code removed the global leaderboard exactly because "people took things too seriously, going way outside the spirit of the contest".
[0] A quick search turns up this poll in the competitive halo subreddit where 40% say they play high. I doubt that's a good sample, but I'm sure the true number is not insignificant: https://www.reddit.com/r/CompetitiveHalo/comments/10mvihq/we...
And no, it's not "parents who think their kid will be in the NBA", it's that children who register in a club want to play competitively. On a country of 70 million, we have about 5 million registered players in different sports, the majority of which take integrity to heart.
[0] A poll on a subreddit, on a dead game with absolutely zero serious competitive scene does not count as "serious research". Yes, players play shitfaced also. The vast majority do not queue for competitive games and just fuck around in normals. Whether that's on modern games with dedicated queues for comp play, or games with dedicated leagues like ETF2L, Faceit and others.
I could almost get on board with the idea of invasive kernel anti-cheat software if it actually was effective, but these games still have cheaters. So you get the worst of both worlds--you have to accept the security and portability problems as a condition for playing the game AND there are still cheaters!
the bloggers/journalists calling it malware is doing the conversation a disservice. The problem is only really the risk of bugs or problems with kernel level anti-cheat, which _could_ be exploited in the worst case, and in the best case, cause outages.
The classic example recently is the crowdstrike triggered outtage of computers worldwide due to kernel level antivirus/malware scanning. Anti-cheat could potentially have the exact same outcome (but perhaps smaller in scale as only gamers would have it).
If windows created a better framework, it is feasible that such errors are recoverable from and fixable without outages.
I'm already salty about the binary blobs required by various pieces of firmware.
For most people, a computer is just another appliance. They don't consider the security implications that this appliance can leak credit cards and such.
But I think they ought to. I also suspect that the current state of affairs is largely due to lack of understanding.
> as long as it doesn't try to update its firmware
I agree. But that isn't what we're talking about here. Things that can't update their firmware generally don't need you to upload a binary blob to them on startup.
FPSs can just say 'the console is the competitive ranked' machine, add mouse + keyboard support and call it a day. But in those games cheaters can really ruin things with aimbots, so maybe it is necessary for the ecosystem, I dunno.
Nobody plays RTSs competitively anymore and low-twitch MMOs need better data hiding for what they send clients so 'cheating' is not relevant.
We are at the point where camera + modded input devices are cheap and easy enough I dunno if anti-cheat matters anymore.