> A general theme of successful multiplayer approaches we’ve seen is not overcomplicating things. We’ve heard a number of companies confess that their multiplayer approach feels naive — especially compared to the academic literature on the topic — and yet it works just fine in practice.
The KISS and YAGNI principles apply.
And on another note, it seems like one big industry is often overlooked in these types of discussions. I wonder what web development could learn from online game development when it comes to "multiplayer" apps - I mean it's right there in the name.
One very pragmatic approach that strikes me as reasonable is having fixed delay changes. The game Warcraft 3 (a real time strategy game) did something like this. What it accomplishes is that changes are basically forced to be in sync by delaying them.
Note that you will get used to the delay very quickly, you won't notice it too much after a short while. It is _much_ more noticeable if the delays are variable, but a consistent delay gets basically filtered out after a short while.