Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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Related communities
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Video games
Generic
- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
- !photomode@feddit.uk: For all your screenshots needs, to share your love for games graphics.
- !vgmusic@lemmy.world: A community to share your love for video games music
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Because most games aren't designed client-server. GoldenEye was entirely local, so it didn't need any networking, replication, or anti-cheat.
Games these days have a lot more going on. You need to replicate a lot of stuff in the world, you need to ensure that none of the clients are telling you something impossible, and you need a way to deal with cheaters. Usually that means accounts, anti-cheat, and bans. That's a significant amount of infrastructure and management. And then you also have a lot of legal compliance too, like GDPR, and even more problems if minors will be playing your game online.
Even just split-screen multiplayer has value. Replication is handled by the engine. User accounts are handled by your storefront. Anti-cheat is something you're thinking about if you're designing an e-sport, but if you're just making a fun video game that you might play with friends, it's a nice-to-have. Why are we even collecting data such that GDPR is a problem? I know these are all things that multiplayer devs tell you they're thinking about as to why this is so complicated, but we've lost the plot here so much that they're building a game that they're already expecting is going to reach millions of people without even being sure that they're going to hit thousands. Which is how we get to an article like this one.