2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
view, the client is relatively simple compared to the server. Security wise, the client is the most easily 
compromised part of the chain, and should never be trusted for game crucial calculations. 
It is also worth noting that the client/server model can be very expensive to maintain, both for the cost 
of the hardware required, and the continual upkeep. Stand alone games with their "ship  
em and 
forget  
em" style require much less overhead. 
b) 
Peer to peer 
In peer to peer architecture
3233
, we have a set of equal nodes connected by a network. Since no node 
is more important than the others, they must all be connected to each other. There is no intermediary 
and each node broadcasts (or multicasts when possible) its messages to every node in the network. 
Peer to peer means that communications go directly from the sending user to the receiving user(s) 
without going through a central server. Peer to peer is widely used for some types of multi player 
computer games such as first person shooters, as it is easy to realize and to expand from a single 
player game. However, it does not scale up easily due to the lack of hierarchical structure. It is useful 
when the number of participants is small or they already communicate in a LAN environment. 
                                                      
32
 S. Singhal, M. Zyda. 
Networked Virtual Environments   Design and Implementation.
 Addison Wesley, 
1999 
33
 J. Smed, T. Kaukoranta, H. Hakonen. 
Aspects of Networking in Multiplayer Computer Games
. In Virtual 
Reality Annual International Symposium, 2001. 
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