Back in the day, like in that case, '93, some games included cheat options. Ok they were mostly single player. Fast forward, and many single player games now include multi-player, and no cheat options because that may impact the sale of loot boxes.
Or other players fun, ie people who use aimbots, wallhacks etc to give themselves an unfair advantage in competitive games, which is not fun for players on the receiving end. And if left unchecked, leads to players deserting the game due to rampant abuse and the game slowly dying.
And then there's modding. Way back, in World of Tanks, it used to be possible to extract the meshes for tanks and create your own skins. Which was fun, and also allowed players to create better looking vehicles. Change was client-only, so other players didn't see the results. Then players realised they could also make tanks with neon skins so they were easier to spot, or highlight weak spots so they were easier to hit. So that got banned. And seeing as customisation is a common way to fleece customers via microtransactions, the only way to get a gold AK is to pay .99c
Or there are games like Space Engineers. The vanilla experience is fun, but a pretty empty sandbox. But there's an active and creative modding community that expands the game. More planets? Check the workshop. More ships, objects, encounters, furniture.. all available from the workshop. It's also multi-player and supports PvP, but has admin (aka 'cheat') options to limit abuse.
Or there are triple-A titles that are strangely empty, with voids that can be filled by future DLC. See EA/Paradox for more info. Unless it's Mass Effect, where poor reviews lead to obvious DLC holes remaining unfilled. TL;DR though is it all depends on the game. Kludging multi-player into a single player experience often results in a bad game, and locking it down stops the community making their own fixes, or expanding game play/longevity.