Okay, to extend the point; who here thinks that buying (or "cheating") and paying for a levelled RPG character (or, say, if Call of Duty had locks that you needed playtime, paying for someone to unlock them and/or give you an account with them unlocked) is bad?
Going further, what about paying for gear or unlockables that might take months of playtime to get?
There are problems making an entire game around the small gains of loot, gear and XP like World of Warcraft (which drip feeds you "success", and never makes you fail - it's a long drip of small bits of basic emotion). Sometimes people do want to just play with their friends and defeat monsters (thus the pain getting to a high level is a problem) and others just don't enjoy the lower levels, or whatever. Segregating so much content by time involved in the game can be problematic sometimes (it's the minority though) so to me, it's fine, but to others, it can be a real problem

Eve Online is perhaps a more extreme example, where as even though skills level offline, it is simply the amount of time you've been in the game which dictate how powerful you are (and also, the acquisition of wealth, and thus the ability to buy more powerful ships, is at the core of the game world, so buying gold in it could possibly be considered unfair, since the world can be very PvP based).
Certainly, r007, that if everyone cheats in a standard game, yes, generally it is boring after a while. The main reason people cheat in otherwise equal games like CS:S or TF2 would be to be godlike when usually they are unskilled - I don't know the psychology behind it all but basically, it could be anything from just wanting to feel superior or being some kind of megalomaniac kind of person who gets a kick out of being invincible/godlike.