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Furthermore, the design constraints for Internet games in general make easy-to-secure connections undesirable. Persistent TCP connections to known ports are just not suitable for most game-playing situations. Well-documented protocols are easier for players to interfere with, which game manufacturers rarely want, and in any case, game manufacturers are generally busy turning out documentation for users who just bought their first computer, and the manufacturers don't have much time to spare to document technical details so people can configure firewalls. (The most common firewall advice in game documentation is "You must not be behind a firewall.")
When Quake was originally written, the game developer, ID, put in a special feature allowing the developer to run commands on all Quake servers. These commands are not logged, and they don't have to be normal Quake commands (Quake can run external programs). On all platforms, you should be careful to run an up-to-date Quake server and/or to refuse packets from ID's corporate network (192.246.40.0/24) because the back door will allow attackers who forge packets from that network to run arbitrary (and unlogged) commands with the permissions of the Quake server.