The server/client model is the centralized way to do multiplayer games. Point is, if you reject this, you would have to reject other centralized communication, like the entirety of the WWW, to be consistent.
Any joint activity depends on software on someone else's machine. Here, I was
only talking about the difference between centralized communication vs.
distributed communication. Distributed communication would be things like
P2P. The entire WWW works in a centralized manner: a server has all the data,
you send a request to it, and it sends you the data. On the other hand,
BitTorrent is distributed; you have the data sent to you by several parties,
and send the data yourself in the meantime.
- [Trisquel-users] Are multiplayer games SaaSS? moxalt
- Re: [Trisquel-users] Are multiplayer games SaaSS... dbpalma9
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- Re: [Trisquel-users] Are multiplayer games SaaSS... danigaritarojas
- Re: [Trisquel-users] Are multiplayer games SaaSS... J.B. Nicholson-Owens
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- Re: [Trisquel-users] Are multiplayer gam... J.B. Nicholson-Owens
