Bots running in the sunset

Bots in gaming aren’t new, but as artificial intelligence evolves, their role becomes more complex—and controversial. On a recent podcast, GGWP’s CTO George Ng offered a nuanced breakdown of how bots affect the gaming ecosystem: the good, the bad, and everything in between.

The Spectrum of Bots: More Than Just Cheaters

Type of Bot Description Impact
Game-created Bots Used to train or ease new players into gameplay. Positive onboarding, controlled experience.
Player-created Utility Bots Handle inventory, automation, or UI gaps. Often benign or helpful; sometimes fill in game feature gaps.
Competitive/Cheat Bots Aimbots, wallhacks, or AFK macros. Create unfair advantages, toxic environments.
Economy-bending Bots Used in MMOs for farming or grinding. Undermines player effort, distorts economies.

Why Bots Can Ruin the Game

George Ng emphasized that bots become a player experience issue more than a technical one. When players face cheaters or automation that gives others an edge, it leads to:

  • Frustration and reduced player retention
  • Increased toxicity in chat and social spaces
  • Negative community sentiment and content (Reddit, YouTube, Twitch)

It’s a feedback loop: bot-induced frustration leads to toxicity, which then degrades the community atmosphere.

Detection vs. Deterrence: A Game of Resources

Detection is tough: It’s a resource-intensive cat-and-mouse game. Studios often weigh cost vs. benefit. For example:

Factor Indie Studio AAA Publisher
Budget Limited High
Tools Third-party anti-cheat In-house detection + legal team
Data Collection Sparse Scalable + real-time
Legal Action Rarely viable Strategic lawsuits against cheat tool developers

Success invites cheaters—so ironically, the more popular a game is, the more vulnerable it becomes.

Where’s the Line? Gray Areas in Bot Use

Some AI assistance is arguably helpful or benign:

  • Auto-openers in card games
  • Inventory managers in MMOs
  • Auto-clickers in mobile games

These fall into gray zones. George argues the line should be drawn at impacting other players’ experiences. If the automation stays self-contained, it’s often more tolerable—even beneficial.

Conclusion

Bots aren’t inherently bad—but context matters. As George Ng put it, “If a bot is helping a player get into the game, great. If it’s ruining someone else’s experience, that’s a problem.” Studios need to think long-term: investing in detection, transparency, and—when necessary—deterrent legal action to protect player trust.

Want to listen to the whole podcast? Here’s the link to the full episode from Deconstructor of Fun.