I refuse to term my metagaming in Virtual Worlds as "cheating", but when no less a personage than Richard Bartle suggests that they are not quite kosher, then I have to cede some ground. So, just as the (walking) recently-slain are not dead but undead, so I do not cheat but uncheat.
In Terra Nova today, Bartle links to the New York Law School Review's latest issue, which publishes a series of papers from this year's State of Play conference. In his article Virtual Worldliness: What the Imaginary asks of the Real, Bartle asks:
"In a virtual world, what can one player do if another player is suspected of bribing a third player or otherwise stepping outside the boundaries of “play”?"
He gives the example (p23-24) of playing Cluedo with someone who bribes another player to let them see their cards, thus gaining an advantage neither allowed nor explicitly disallowed by the ruleset.
I am that player. I hate Cluedo, but my friend Lesley refuses to play Monopoly with me any more, after I used my usual technique to advance: taking other players out of the room and building cartels to divide up various concerns with each. I see Monopoly as a fairly "open" world, which allows such behaviour. Lesley (and, I admit, almost everyone who has ever lost to me at Monopoly) disagrees, seeing this as tantamount to buying platinum pieces on Ebay.
Bartle has this as stepping outside the "Magic Circle" of gameplay. In using the word "suspected" above (along with "miscreants", "disgust" and others) he makes the point that many see such behaviour as reprehensible, even as something to be stamped out.
If asked, I would, as a knee-jerk response, say that I wished I could "live the world": that someone would design a world so rich and internally consistent that I neither desired nor was able to gain advantage by my uncheating behaviour: by reading message boards, by testing odd responses to game commands, by learning macro languages and the like. I would claim to want to learn all I need about the game by interacting with others in third spaces within the magic circle's bounds.
But I'd be lying: I want to know the tricks and I want to get to the fun. And, of course, I enjoy being "that guy Endie [who] told me how to work the harvesters, speak to him...". I will go further than most in my quest for advantage. I don't just read bulletin boards. No, I buy and read Bartle's Designing Virtual Worlds, Mulligan's Developing Online Games, Raph Koster's Theory of Fun for Games Design and many more. First, know your enemy (after all, the client is in my hands).
I don't think I am "subversive" (p.25). I don't want to break anything (and haven't ever done so, purposefully, though I kinda didn't help some systems back in the mid-80s, but they weren't worlds and that wasn't really on purpose, officer). I don't "'sploit". But while I lean heavily towards enjoying worlds, not games (I look forward to Turbine's Middle Earth Online, but sense I will not enjoy their other biggie, Dungeons and Dragons Online, for nearly as long), the world itself is the game to me.
And yes, I *know* my Bartle playstyle. I am so beyond cliche.