For me, the game is primarily about the journey, about the process of getting from the beginning to the end. And if someone is encouraged to use cheats or is looking for cheats, I've kind of failed as a designer, because they want to play a different game than the game I've provided for them. So that's actually one of the things we're looking for in our play testing: are people spending too much time trying to exploit the system or trying to go outside of the system? Have I not made the game fantasy itself compelling enough? And really trying to understand why people do that is part of our game design process.