Microsoft to block third-party controllers and accessories on XBox

A small number of people rely on accommodations to let them participate in society.
A much larger number of people will, if given the chance, use those same accommodations to cheat.

A parking spot next to the store entrance is a godsend for people who can’t walk very far. It also a godsend for people who don’t want to walk very far.

Those same wheelchair access zones can let someone use a wheelchair lift.

But what if you have a sweet ass monster truck and don’t want the paint scratched?

Lots of people request wheelchair access before the flight in order to skip the lines, but they don’t need the wheelchairs after the flight.

At disneyland, wheelchair users can skip the lines which can be an awesome deal

Do you need extra time on a test because of a learning disability? Or are you just rich and shameless?

Want to fake a call to 911? Simply abuse a vital accommodation to the deaf and hard of hearing.

So, from one perspective, the number of cheaters in a society will outnumber the number of persons who really do need those accommodations, which in turn leads to those accommodations being policed in a way that is injurious to those who the accommodation is ostensibly for.

In her book, *Engines of Math Destruction", the author goes into some detail as to how companies promise a cheap way of measuring something in a society (like recidivism rates), and then react poorly when society is too complicated to be measured cheaply. Real people are caught in a kafkaesque nightmare of proving that they haven’t cheated.

I’m puzzled by the idea that Valorent requires root level access to your machine just so that it can prove that you haven’t cheated. So maybe there is a subset of the population that truly believes that eliminating cheats is more important than making games that anyone can play.

Because of this puzzlement, I’m inclined to argue that Microsoft needs more cash, and unlicensed peripherals eat into this income stream.

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i disagree. especially when, as i stated above, there are other ways to deal with the cheating: for example, flagging sessions or matches with unlicensed controllers which would let devs and gamers decide what to do.

cheating is the justification, not the reason.

eta:

weapons of, i think

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good catch.

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you inspired me to put it on hold at the library, which is why i noticed. i’d heard about it before, then… forgot it existed. it does seem well worth a read

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That “solution” is … well, quite honestly a cop-out. Are you actually suggesting that, say, an in-game pop-up with “A player in this match is using an unlicenced controller, which may or may not be a device for cheating. Press B if you want to leave the match” is a good solution to combat cheating? That’s just shifting responsibility onto those with the least power to do anything about it - which in this situation is players first, and then developers. It would ruin the gameplay experience for players forced to hop in and out of games repeatedly to find one where this doesn’t happen, and it wouldn’t do anything to solve the problem.

Not to mention the absolute nightmare clusterf**k this would be for legitimate users and electronics retailers. Just imagine the post-holiday returns rush of kids pissed off that they can’t use the controller grandpa got them to play their favourite online multiplayer game because the game flags them as a potential cheater? This would be a logistical and economic nightmare, would cause a lot of actual, tangible harm to legitimate users (not everyone would get their returns approved, and that’s money you’re not getting back). It’s not like makers of unlicenced controllers are going to mark them with “not for online play” or anything like that, so it would take quite a bit of familiarity with the subject to tell which products would work and which wouldn’t.

Yes, there are indeed other ways of dealing with cheating. The issue is that none of them are particularly effective without also severely impacting the experience for non-cheaters. Is MS also partial to this approach because it might marignally increase their licencing profits? Obviously. But that impact would be tiny compared to their existing licencing incomes, so that’s unlikely to be the main driver here. MS’ main profit-oriented interest is keeping people subscribed to Game Pass, which requires them to provide players with as good of a play experience as possible, particularly for multiplayer games. Which means doing all they can to prevent cheating while minimizing the amount of false positives.

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You’re entirely right that accommodations such as these are often easily exploited by the unscrupulous, across all kinds of settings, and this does indeed often lead to those accommodations being policed in ways that are harmful to the people who actually need them. However, a game console is a far more delimited thing than, say, a parking lot. And unlike disneyland or an airline, you can’t socially engineer a USB controller into giving you extra functionality. So on this level, the transferability of those examples is dubious at best.

It’s also well worth remembering that before the Xbox Adaptive Controller, any kind of accessible gameplay tended to require either hand-built specialty controllers (think Ben Heck’s one-handed controllers and their like), extremely expensive specialty hardware, or a mix of both. The Adaptive Controller has massively lowered the barrier of entry for accessible gaming - and is also pretty poorly suited to cheating as it doesn’t allow for complex macros, high-speed repeated button presses, or other functionality desired for cheating, and is rather large and cumbersome for those purposes.

This obviously doesn’t mean this one controller solves every accessibility problem - far from it! - and even with its compatibility with all kinds of external buttons and inputs it still is far from perfect, and a lot of those inputs (like blow tubes or other mouth-controlled inputs) are still quite expensive. But it’s a great demonstration of how the best solutions for things like this come when first and third parties work together. To go back to the ill-fitting parking space analogy: what are accessible parking spots, if not first-party accessibility features? Sure, they don’t do everything for everyone, but it sure beats double parking and getting a fine, or not being able to park at all.

There is one obvious necessity with all of this that I completely understand is a cause for worry: relying on first party support means, well, relying on profit-oriented corporations to support you. And that’s never a given. But at least for the time being, this does seem to be the current industry trend, in line with the overall capitalist desire to expand markets as much as possible (as most markets are more or less saturated these days). Can we trust this to go on forever? Of course not - we need continuous work to ensure that it does, on all levels from policy to hardware production. And we still need the on-the-ground enthusiasts and hardware hackers that come up with new and innovative solutions to accessibility problems. But it is so, so, so much better when these people are supported by platform owners rather than having to hack their way in, as the latter further opens the door for exploitation.

I’m in complete agreement with the Weapons of Math Destruction logic - that seems to describe a variant of the traditional neoliberal/new public management-style fallacy of measuring = improvement (I’ll spare you from my stock rant of the perverse incentives inherent to this, the impossibility of measuring most things they claim to measure, etc.). However, I don’t see that as applicable here - the way I see it, this isn’t so much promising a simple way to measure something as it is delimiting things in a way that somewhat removes the need for measurement. It’s not installing speed cameras on a wide, straight road; it’s building a road that affords speeding less easily, by, say, having fewer lanes, more turns, intersections/lights, etc. This obviously doesn’t solve every problem, but it’s a good way of making the problem you’re dealing with a lot more tangible and delimited.

As for your Valorant example: while I agree that it’s pretty absurd that a game will install a rootkit to avoid cheating, if anything this serves as an example of just how extreme measures people producing for-profit cheats and exploits are willing to go to, and the sheer difficulty of combatting them. Is it a heavy-handed solution, and could it likely be solved better? Quite likely. But even in literal-psychopath corporate-land, they wouldn’t do this unless they had some reason to - because doing so is bad PR and costs money. That doesn’t mean it’s the right approach, but it does illustrate the scope of the problem. And further, the dichotomy you end that paragraph on is false. For games like Valorant, the choice isn’t between eliminating cheats v. making games anyone can play - it’s eliminating cheats v. a game so bogged down by cheaters that literally nobody can play it. There are so, so, so many examples of competitive multiplayer games that are completely and utterly broken by cheaters in a way that causes players to abandon them en masse. This is a very real concern. Cheaters literally make games unplayable for everyone.

The question of where to draw the line of which anti-cheat precautions are necessary and what level of accessibility must be sacrificed for this is incredibly ocmplex, and far from a linear relation - but there are always tradeoffs and compromises. Obviously excluding disabled gamers en masse is entirely unacceptable - but so is abandoning the fight against cheaters, as that will exclude everyone from playing. The best way to minimize tradeoffs is generally platform owners being highly involved - though this doesn’t work on open platforms like PC/Windows, as there are no relevant platform control systems there.

And crucially, as I said in the post above, the “MS wants profits from accessories” argument doesn’t add up. Xbox doesn’t make their money from hardware, even licenced accessories. They make their money from games and subscriptions. Their main profit-oriented interest is keeping and growing their subscriber base - for which rooting out cheaters is a core concern. Most likely the potential profits lost due to cheaters far, far outweighs any potential profits gained by expanded accessory licencing.

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