| It's not a lost skill. Spinning up a binary and replicating actors across two computers that both have a connection string to a server is.. for all intents and purposes: easy. Where it falls down is when you start to have complex interactions with AI that's serverside, or you have a dynamic world that changes based on player behaviour, or you have cross platform requirements, integrations with companion apps and above all: matchmaking. If you're a looter-shooter, there's a whole host of complicated interactions too. A game like Apex Legends could probably distribute their server binary, but if you require online, as in, not just a single match, but an economy- a dynamic matchmaker and a dynamic world (meaning: when you kick a box it stays kicked) and a persistent account (you keep your loot): then that doesn't work well anymore. The interactions are just too complex to batten down reliably, they'll be exploited, there'll be no fun, or: it just won't be possible for certain features, regardless of safety. You can see how this looks by trying to use one of the many unofficial versions of Runescape. |
The response of "but that isn't any fun!" is totally irrelevant; you can't preserve the initial experience, but you can preserve the basic software itself so that players still have something to mess with.
Programming-wise, this requires a little more emphasis on a modular implementation that needs to be considered from the start. Otherwise, it seems pretty straightforward. Or am I missing something?