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Comment by hobofan

> a LAN multiplayer mode (most match-based FPS/strategy games can do that

Most match-based FPS don't do that anymore, as it's susceptible to DDOS. Whether a LAN-like mode is otherwise still feasible/acceptable by todays game quality standards is debatable.

> Provide server binaries for self-hosted servers

This is only feasible if the multiplayer backend is a simple server binary, which in many cases it's not anymore, but a full cloud architecture you would find for any SaaS app. There additionally is the issue of licensed libraries, which may prohibit redistribution of the server binaries (and may e.g. be bound to a per-host pricing).

> Now, please give me an example of a game that doesn't fit within that framework if you want to continue this argument.

Take your pick from[0] or a competitors website: PEAK, Content Warning, Gorilla Tag; All games from indie developers that heavily rely on good networking that wouldn't be feasible to be replaced.

> you can just make your game into a service requiring a monthly payment

Ah, yes the simple option of "completely tank your playerbase".

[0]: https://www.photonengine.com

parent hobofan 4 months ago

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