| > Anti-cheats should run server-side [...]. This. It should actually be easier to catch offenders - you're leaning on hundreds of years of applied statistics, rather than racing versus sneakier exploits. > [...] or better yet, servers should be community-operated. I'm conflicted about this one. I've wanted to host a game server at home since 2003, but couldn't get a public, static IP. The landscape hasn't changed much, perhaps even for the worse: a Quake 3 dedicated server could be run from a mid-range laptop while playing the game; Minecraft and Factorio (both great games with fantastic communities), by that measure, have unreasonable hardware requirements. So, you pay a host. OTOH there's many ways for a studio to build and operate an ethical live service. Check out Warframe: it's 100% F2P, the main source of revenue is cosmetics, and it's easy for people to gift stuff (whales spill their pockets reinforcing community goodwill, rather than gambling). It's best when a game offers both, e.g. Brood War. StarCraft II isn't "simply" dying; lack of LAN play actively hinders on-site, professional tournaments. And we can do nothing about it. |