> historically a large chunk of this problem was solved by communities hosting servers
Yes and no.
I lived through that era too, and there are serious scaling problems: at some point, trying to banhammer griefers with rotating IPs becomes a full time job, and then the public servers turn into a dumpster fire.
Probably you need some kind of "court" system. Or maybe if enough dedicated servers say you're cheating, they just ban you.
Yes this is more effort but from the company's perspective they outsource most of the effort to free labor. It can probably be abused if enough admins from different servers band together though.
I think free to play is where the market has ended up.
I get it, though, I kind of stopped playing competitive games after it became all about the F2P grind. Even cosmetics-only F2P hits a part of my brain that I try keeping in check. I just play single-player and cooperative games now.
Yeah, having written that I was thinking about this as well. There's a lot of unpaid labor involved in that model. Maybe, between rootkits and that kind of exploitation of humans, rootkits are the less unjust option.
I'd be curious how many anti-cheat rootkit vendors that there are out there, though. It seems like the sort of industry that consolidation to 3-4 larger, more well-funded vendors would be beneficial in terms of security.
Versus everyone rolling their own or using smaller / cheaper solutions.
Yes and no.
I lived through that era too, and there are serious scaling problems: at some point, trying to banhammer griefers with rotating IPs becomes a full time job, and then the public servers turn into a dumpster fire.