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Do I really need a server to prevent cheating and ensure state consistency in simple games?

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In a simple, casual online game like Slither/Agar, would more experienced network/multiplayer developers say I need a proper game server, which maintains an entire world state and prevents clients from doing things they shouldn't? I need to prevent different clients from diverging wildly but can I do that client-side only using rollbacks and so on? I don't know many technical terms for different multiplayer methodologies / design patterns so if there are standard names you can suggest I google that'd be helpful, as well as your own suggestion of how to design something like this? Multiplayer seems an area I could get sucked into ever more complex designs if I'm not careful. Let's say I need to support 100 clients - not thousands, but not 10 either.

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