Earlier quoted context omitted.
I doubt you'll see gaming pick up WebRTC for many of the reasons that Glenn build netcode.io[1]. It's overly complex and doesn't guarantee UDP which is a non-starter for most games. [1] http://new.gafferongames.com/post/why_cant_i_send_udp_packet... / https://github.com/networkprotocol/netcode.io
> ... there is a trend away from peer-to-peer towards client/server for multiplayer games ... Really? Why? It seems obvious to me that communicating directly with other players would be faster than relaying messages through a server. Even if the server and the clients are all in the same building, the server is still going to add the latency of its entire stack. Unless that server is acting as a very simple stream-or…
Cheating. Having an authoritative server reduces the ability to cheat and limits the type of cheating that is possible.
The more you trust the client, the more cheating can affect the game.
Also, client-server scales to more players.