No, I was saying your logical proof of it was lazy, not the hypothetical acts of cheating. People can be very industrious cheats! But in making your logical proof, you fell back on an argument of “rule-breaking behavior exists everywhere, so therefore it’s desirable.” Appealing to the status quo isn’t sound. All sorts of bad things exist… doesn’t make them any better just by virtue of existing. On top of that, by flattening it out you not only overlooked the very real differences between your examples and gaming, but also the differences between your examples themselves (law and manufacturing). I thought both the analogy and the logic was off the mark.
It is though. It very much is. This is why we vote, for instance, to pass regulations that make sure auto manufacturers build seatbelts to specification, so that we don’t all fly through windshields. They could easily value engineer them, to find advantage in the calculation of safety to lives, and cheat their customers out of the security they pretend to sell. This is very much your call to make. If someone can innovate a new polymer fabric to reduce cost of seatbelts while maintaining security, more power to them. Maybe they do it through a new narrow fabric sewing technique, or a material scientist somewhere synthesizes an entirely new element perfect for seatbelt construction, I don’t know. But rather than innovate, they fabricate false safety reports, for instance, to hide their savings, that would be cheating and unethical. You see what I mean? You surely wouldn’t excuse that act simply because people are able to lie, and “oh well, I guess they were creative enough to lie in this particular way.”
I don’t disagree with you about the value of ‘ethical hacking’ (as I said before), and I know a couple of folks who do that as a career, in fact. I’m just saying that you’re talking about cheating and innovation from such a rooftop level that you’re overly conflating them and excusing a lot of harmful behavior.
And, speaking as an artist and designer, I would also say that cheating is actually very unproductive, in terms of pure creativity. The most creative results tend to come from constraint-based prompts, i.e., making the most of a limited set of resources. Cheating is often an external act, to look beyond what’s available, the desire to pull in extra. Constraint-based creative processes look to transform the possibilities of what’s in front of you. We can argue about the breadth of the ‘system’ that’s in front of you, but I hope you understand what I’m saying. To bring it back to gaming, I think a developer’s approach to this difference (what lies in front of you, and what lies outside the interactive system) is the main way to assess intent re: cheating.