a gamedev thought experiment I've been pondering every now and then: design a worthwhile multiplayer game that's only practical to play as a lan party game that isn't just wasting bandwidth for its own sake.
I think the hypothetical game client would have to be sending roughly 2 KB per millisecond at minimum to saturate my high end internet connection's paltry upload speed, so if a game client needed to do that continuously for some reason it would only work as a lan party game for many people.