Earlier quoted context omitted.
It's a requirement if you do network I/O whether you realize it or not.
If a bug in a game's network IO crashes/takes over the whole OS, the security vulnerability is in the OS, not in the game.
A first line of defence is authentication. Make sure the packets come from a trusted source (you can MAC each packet for this), so only those trusted sources could possibly trigger the vulnerability.
If the only trusted source is an authoritative server, you might be able to hide that buffer overflow. If your network code is peer to peer however, you have to trust the other players not to run a cheat that takes over your machine… but at least that's not the whole internet.