Games are created through the act of gameplay, which is contingent on player acts. However, to understand gameplay, we must also investigate contexts, justifications, and limitations. Cheating can be an excellent path into studying the gameplay situation, because it lays bare player's frustrations and limitations. It points to ludic hopes and activities, and it causes us to question our values, our ethics. In comparison, the concept of the magic circle seems static and overly formalist. Structures may be necessary to begin gameplay, but we cannot stop at structures as a way of understanding the gameplay experience. Because of that, we cannot say that games are magic circles, where the ordinary rules of life do not apply. Of course they apply, but in addition to, in competition with, other rules and in relation to multiple contexts, across varying cultures, and into different groups, legal situations, and homes. One evening in the central city of Jeuno, in the world of Vana'diel, individuals of various races, ages, and genders were gathered by the auction house to buy and sell items of great and little value. It was a normal evening, filled with the usual chatter related to battles, monsters, and socializing, barring one exception. An individual was being taken to task by many others, who slapped, poked, and shouted at him, complaining that he (Kofgood) was ruining the economy of the world with his (and his associate's) activities. No one defended him, and Kofgood himself said nothing, calmly completed his transactions, and then left. Yet, talk about Kofgood and his ilk continued and certainly did not end when he or other individuals left Jeuno.