Posted: Sun Feb 10, 2008 10:07 am
I have to say, it's an absolutely fascinating approach to offloading work from the server, and handling trust issues. If hacking your client only benefits or harms some other random player, then there little incentive to do it beyond academic curiosity. You have to trust the clients in toto, but then if the majority of your players are actually bots (hellllllo Korean MMORPGs) then there's little point in continue to serve them anyway.
I can't remember ever seeing a a hybrid client/server/P2P architecture making it into production, but that's not to say that you can't make it work.
However, I'd have thought that it would increase both latency and bandwidth requirements, as the data have to be sent to and from clients rather than calculated on the server. It also makes player X's experience dependant on the reliability of player Y's connection to the server, which was always a problem with P2P architectures.
I can't remember ever seeing a a hybrid client/server/P2P architecture making it into production, but that's not to say that you can't make it work.
However, I'd have thought that it would increase both latency and bandwidth requirements, as the data have to be sent to and from clients rather than calculated on the server. It also makes player X's experience dependant on the reliability of player Y's connection to the server, which was always a problem with P2P architectures.