| > Every game released whose developers have chosen to complicate its design with a client-server architecture. Huh? Client-server architecture does make things more complicated to implement but it's not THAT bad. And you (usually[1]) do it in service of multiplayer, not because you're big budget or just want to complicate things. Among Us was literally a three-person team. [1] I find there are some major benefits to it, especially in post-LLM-world, and have been strongly considering it for some of my solo-dev single-player projects. |
Designing a game to use developer hosted servers is a choice they made. Probably to squeeze money from microtransactions.