> caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers
Let's be real, what % people among those who game are interested in running their own game server? I'm definitely one of them, and one of my earliest tech memories was setting up a CS 1.6 game server for a bunch of classmates (and being unable to play myself because the computer had nowhere near enough capacity for both the server and the actual game running at the same time); but it's a minuscule percentage.
This isn't a problem because any given server can support hundreds or thousands of weekly players, so only 0.1% of your playerbase needs to run a server.
We had this, it worked, for years. I'm baffled by all the posters saying it won't, because it did.
There are games I play were one of the players' machines becomes the server. In some it's transparent to them, you just join their world or lobby, in others it's explicit and you even have to input the host's IP to enter.
Standalone servers you need to run separately and care for are much more rare.
It's not the 2000s anymore - you don't have to run/rent "hardware" and worry about "connectivity" and whatnot. For most games that offer dedicated servers, there are services with easy to use panels with fancy colored buttons and everything.
I never ran a server back in the day but I still benefitted from community run servers where decisions about banning were done by volunteer admins. These days with centralized servers it has to be automated.
Let's be real, what % people among those who game are interested in running their own game server? I'm definitely one of them, and one of my earliest tech memories was setting up a CS 1.6 game server for a bunch of classmates (and being unable to play myself because the computer had nowhere near enough capacity for both the server and the actual game running at the same time); but it's a minuscule percentage.