@not_benis@deprecated_ii yeah I think that's the objective here. As for "game servers are written in interpreted languages" I have never in my life heard of such a thing. Writing a game server, which ALWAYS has extremely strict realtime execution requirements, would be fucking preposterous
@RustyCrab@not_benis@deprecated_ii I am not sure because it's a canonical example of a massive shared world, but I would listen to opinions to the contrary.
Apparently some MMOs use interpreted embedded language for managing storyline-oriented quests but not for realtime parts, like "content" is in an executable form. The guy is right because there is some in there just not all of it
@RustyCrab@deprecated_ii@not_benis One of his issues is that modern games are written with as much of the logic in the server side as possible as an anti cheat mechanism, which is different from older, self-hosted private game servers. older games didn't do that because maybe you have 4-16 people in a game on your server so cheating risk is lower and you can trust your friends not to be assholes more than building elaborate anti-cheat mechanisms. when a game server is servicing hundreds or thousands of people and doing matchmaking between people that don't know each other you have to put a ton of work into anti cheat. so that makes the server software much more complex, and contains more secrets and novel ideas that you might still be using in your next game
@RustyCrab@deprecated_ii@not_benis I think this guy was right about a lot of things but he wasn't good at all at articulating it. But also I just watched a video where someone politely made a disagreeing statement with him and he banned the guy from his twitch. So he seems like a real ass.
Not saying I agree with his conclusions but I think he is right on some things and I think he believes he's right he's not just shilling for a giant corporation
@smug@not_benis@RustyCrab@deprecated_ii if you are a smaller game company you probably have less anti-cheat yeah, or you incorporate a commercial anti-cheat product which is another thing that you wouldn't be able to probably distribute legally if you released your server software.
From anecdotal evidence game devs just rely on clientside AC and do zero checks on server side because rarely do mp servers catch rather obvious cheaters (high KD/headshot rate, insanely fast movement, unlimited ammo etc.)
@smug@not_benis@deprecated_ii@sun modern game servers are architected around anticheat in the form of server authoritative state (look up valve's paper on clientside lag compensation). But, as you see with tf2, this cannot prevent aimbots. That's why anti-tamper drivers became the norm
@deprecated_ii@not_benis@RustyCrab@smug basically this, I don't give a single fuck about the incentives that this guy and other game companies have for hosting all the live content on their own servers. none of them are actually hard requirements, they are all just things they want, and have to be balanced against what players want. if they want their money.
It happens especially for big games because there is an incentive to write cheats for them in the first place. Look at CS, COD, Apex etc. there are a lot of cheats and cheaters and seemingly nothing they can do against it. Meanwhile Cheatdevs stopped writing cheats for BF 2024 (the latest Battlefield) because the player count was too low. Now what most games do is use something like EAC or Battleeye that scans your PC for cheats, which is generally built into the client. Game dies? Now they have to remove it. With what dev resources? Yeah...
The bigger issue for games in general (especially SP) are services that are required to play the game, which means that when (not if) hose go away mean that you can't play the game anymore. Player data stored on a server instead of locally (because microtransactions, remember the days of editing save files?), Games for Windows Live, GameSpy, etc.
@smug@not_benis@RustyCrab@deprecated_ii you should probably be able to request the data that a company holds on a game server about you, I would wrap that into greater privacy and data portability protections that the usa doesn't have but should
The same paper puts it really well too (see image attached). Now sure, aimbots will still reign supreme, but then you wonder how wallhacks are a thing because the client shouldn't have an idea about a player across the map, but he does somehow anyway (bad coding, but it's also hard, I understand)
@smug@not_benis@RustyCrab@deprecated_ii going back to small private self hosted servers solves so many self-imposed game problems. untrusted state sharing is a hard problem and you have a limited amount of time to make your game so why not spend it on making the game better rather than attempting to mitigate distributed synchronization problems
@smug@RustyCrab@deprecated_ii@not_benis like what is the actual value for gamers of having a global leaderboard? It's cool but you have to do herculean amounts of extra work to provide it, architect your game to prevent cheating which adversely affects every other aspect of game creation
@deprecated_ii@not_benis they might have some python to deal with deployment stuff but running game code in a binary that has to run all logic for 32 players simultaneously would be suicide.