I
kind-of agree with you there. Not entirely sure why a P2P model was chosen, there seems to be more and more of it in newer games these days. Given that hacking/game-modding is much more likely under a client-side P2P model, why then is it on the rise? I'm not suggesting that programmers are just being lazy (well not at this moment im not

), but I wonder if there are other reasons why client-side stuff is on the rise. Yep sure, cheaper server costs, but surely that is no barrier to FD and other larger software development houses. And yes its more sustainable over time, and doesnt rely on centralised servers to conduct traffic control. But those games that have used centralised servers (in Europe, Nth America, Oceania, Asia, etc) have had greater control over time. P2P reduces latency but only when there is someone
near you playing at the same time. I still get lag/latency problem playing with someone in the same country (australia) even if he is 3 timezones away. A centralised Oceania server would have offered
steady pings, that a player can get used to slowly, and wouldnt change. (and its only really important for PvP anyways).
Anyways we have what we have, p2p client sided, and although I agree servers are cheap, I just wonder if its just how code and techniques are blindly moving, rather than by design, leaving us with the current model.