

They did this to accommodate for the estimated demand and total player scale projected for the game’s launch. For example, Team17, the studio behind Overcooked!, initially used a peer-to-peer model but changed during development to use dedicated servers instead. It’s important to keep in mind that some small-scale, cooperative games have different needs than others. Read more about how we decided how to create the sample game given these factors in this blog. Lock-in: We want to be able to evolve the sample someday to show how it would like being run with dedicated servers.Cheat mitigation: As we’re focusing on cooperative concepts, cheating is not a concern as there is no explicit player gain from it.Complexity: Need low complexity to be able to educate multiplayer development principles on to new developers.Cost: Free to create and maintain, low cost for relay service used during live ops.Precision: Moderate due to the casual combat mechanics.Synchronized simulation scale: All player and AI transforms, animations, and activity.Players per session: Goal of 10 given a client-host running on a modern PC.Latency: Up to 200ms of latency would be acceptable (including relay service hops).We assessed the factors for Boss Room below: With the sample game, Boss Room, we have the ideal example: It’s small scale in player and simulation and is a cooperative and client hosted game.
