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Selling managed software is definitely a hard problem that game studios don’t have expertise in. It’s cool that the community reverse engineered Quake’s server, but that doesn’t mean it’s trivial for all studios to offer server software for their titles.

Implementation aside, I think it’s primarily a money thing—the studios don’t care about this because the numbers say they shouldn’t.



There are third party Quake 3 servers because it _was_ trivial for the studio to offer server software for their title.


The community didn't reverse engineer the server. id Software released it.


That’s cool, I’ve never played it. It’s one game from 20 years ago.


It's far from the only game that works like that, and the fact that publishers have been able to do this for 20 years was my point.


Even peer-to-peer multiplayer was very common. That is sufficient server software was included in the game itself. No need to download or run it on a server.

Online-matchmaking becoming more and more centralized really made this starting to go away... It has both good and bad sides. One is much larger player pool and automated matchmaking. Other side is losing communities and more custom servers with custom maps...


Minecraft, Terraria, Rust, ARK, Arma, Chivalry, Valheim, Factorio, most Valve games.


Almost all multiplayer games were like that, it only changed with the coming of MMOs.




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