No.
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I was tempted to leave it at that, but I suppose I better clarify:
I hate spying. I hate spying commands. I hate logging commands.
I find it extremely hard to justify. Concerns about security don't really do it for me. It turns me off like nothing else on Earth if I know that a game has policies in place to support spying on players. The most common reason that I've seen is to prevent the abuse of code, but I'm not sure it's that effective. I have seen time and again players become staffers and the temptation is too much. They'll start flagging people suspect or dropping an observer on them or going dark or whatever the method is for the game for the silliest of reasons. It's nuts.
None of this is IC: ICly, I have played multiple spies, moles, etc. It's awesome. It's good fun. But doing so requires the kind of trust that OOC spying can shatter.
So, no. I've staffed on games that support it -- looking at you, Firan -- but every game I've ever built hasn't needed it, and we haven't had it.
I will add one more thing: the games I create tend to be OOCly open and communicative, pretty small (20, 30 players), PvE rather than PvP, with a game culture that encourages all logs to be posted. If a staff member / storyteller wants to keep their finger on the pulse of the game, it's not hard.
I understand in theory that it might not be the same for larger games, PvP games , games that don't post logs, etc. -- but I like the ability to be chill and open, and I have pretty strong feelings about avoiding games with OOC spying baked in like that as a player.