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Assorted Rants Tagged ‘multiplayer’, page 11:

Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO’s and DONT’s for Game Engines

Quote: “If your game is the only one working when all the competition is down, it improves user perception about your app a lot.”
Another Quote: “Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters”
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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

Quote: “You shouldn’t count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.”
Another Quote: “Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.”
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Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

Quote: “While using framework is fine, forgetting about it is not.”
Another Quote: “Even if you’re forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates”
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