Comment Re:What about gaming systems? (Score 1) 965
Who says there's a server? Are you just going to reject peer-to-peer gaming? Who says the server is trusted? What if the server is also untrusted and there are trusted "master servers"? (As, for example, Battlefield 2142 uses.) You can't expect the master servers to run all the games, that's what the servers are for.
Good point. I completely forgot about peer-to-peer.
For poker, you can make the client just the user's agent, but for almost any other game, it's impractical to design a client this way. For one thing, it means the client always has to go to the server before it can present the user with any information that becomes available to the user as a result of a decision the user makes. This increases latency dramatically and would make most first-person shooters unplayable across the Internet.
Imagine if you're turning (or even walking forward) in an FPS -- every frame contains new information you are not supposed to have until that frame is rendered. Are you suggesting a 60 frame per second game should be receiving 60 packets per second with the new data in each frame?
No, no, no, no, no. No one ever said the server has to micromanage each client. Transmitting coordinates and letting the client map it out will not allow him to suddenly interfere with another player's ability to shoot him. My point was, GPL will not make a game a cheater's paradise. Good design can prevent that.
Good point. I completely forgot about peer-to-peer.
For poker, you can make the client just the user's agent, but for almost any other game, it's impractical to design a client this way. For one thing, it means the client always has to go to the server before it can present the user with any information that becomes available to the user as a result of a decision the user makes. This increases latency dramatically and would make most first-person shooters unplayable across the Internet.
Imagine if you're turning (or even walking forward) in an FPS -- every frame contains new information you are not supposed to have until that frame is rendered. Are you suggesting a 60 frame per second game should be receiving 60 packets per second with the new data in each frame?
No, no, no, no, no. No one ever said the server has to micromanage each client. Transmitting coordinates and letting the client map it out will not allow him to suddenly interfere with another player's ability to shoot him. My point was, GPL will not make a game a cheater's paradise. Good design can prevent that.