Peer-to-Peer multiplayer has been used as a basis of online multiplayer. However, over through the 2010's this style of multiplayer has fallen over negative reception and would be deemed unacceptable on today's standards.
NOTE: To help prevent flooding, examples that caused the game to get criticized for are allowed.
- Splatoon series
- For Honor (early 2018 convinced them to switch to dedicated servers due to backlash)
- Some open-world MMOs have peer-2-peer connectivity towards other players. This however, can cause issues such as lag or easy disconnecting.
- The original Dark Souls 1 used Peer-to-Peer connectivity, which was changed to a dedicated servers for the Remastered version.
- Grand Theft Auto Online
- Red Dead Online
Why It Sucks Now
- Peer-to-Peer multiplayer, while great at it's standard, is very latency demanding, which can cause other players to lag just because of a bad connection one player is having.
- It also exposes IP addresses of other players, leading to players potentially hacking the user's IP address to slow them down or DDoS.
- High bandwidth requirements even for today's standards.
- It can hamper those that are playing from other countries, such from US to Japan because the longer the range the worse the quality of the connectivity, which would deem unacceptable for fast-paced games like shooters or fighting games.
The Only Redeeming Quality
- Unlike dedicated servers, peer-to-peer multiplayer don't require a base server to get connected to.