One could argue if you've ever used a guidebook, googled a clue online or had a sofa buddy tell you to
"Check that weird rock over there" that it is, in some form cheating. There's also several norms in games you could consider cheating if they were not commonplace or built in(save points, pausing the game before big battles, being able to start again).
In reality of course, developing a good new player experience, having bandwidth for decent in-game tutorials and budgets for voiceover clue prompts on 2nd/3rd tries of things - "
We need to try the other boxes!" is actually newer then we think it is, and is so much harder to do well so googling clues online is now the norm. I adored the age of being able to faun over instruction booklets, themed physical accessories and manuals, but they seem like rare gems nowadays.
The other side to this, is some designers
want their games to be challenging. Some designers want you to try things over and over and over again with no easy mode to get that incredible feeling when something is mastered (Through The Fire and Flames on Guitar Hero anyone?) but it also limits the amount of people who can enjoy and complete the thing you've made.
For example games with incredibly hard time limits on things, difficult keybindings and long combos although designed with good intentions, can be incredibly frustrating for neurodiverse folks or folks with physical disabilities and in these instances being able to modify the games, have cheats online and in game tweaks and hardness/ accesibility settings (Like the amazing work
Specialeffect do to modify games for people with physical disabilities or colourblind settings built in by developers) are super important and should be considered by every company before they lock features.
You could also argue that if the developer provides you with clues be they online or elsewhere, it is indeed part of the game itself. Until games are more able to flexibly adapt their hardness level and accessibility to truly and intuitively make their games fun AND challenging for a wide group of people, I think this will always be the case.
The main crux of this being, that if the tools you are using are done against the intentions of the developer (illegal hacks, tournament fixing, server hassle against the terms of service to throw fleet fights or matches) it's likely that these mods either hurt the user experience for others (especially if the game is a live online multiplayer) or in some ways take away from the experience intended for you. If the developers have really taken into consideration who "You" are.
🙂