I wouldn't be shocked at all if they got made into a TV show at some point.
AAA fighters are a long way from it's FPS roots.
Cheating in Fortnite is practically unheard of at this point. But it won't be long until the player base is just as jaded as PUBG's: https://github.com/Griizz/Fortnite-Hack
(FWIW, a little searching reveals that Fortnite seems to use the exact same anti-cheat company as PUBG: https://www.battleye.com)
1. Why should Epic go and reimplement anti-cheat that you can grab off the shelf?
2. A big part of limiting cheating comes down to the specific game design and implementation. You need a server implementation that is as distrusting of clients as possible, you need secure (networking) code, etc. Anti-cheat is not a cure-all.
3. Even without anti-cheat, Unreal Engine is still well-used by tons of single-player video games. I don't see it "unraveling" regardless.
Unfortunately that's just not realistic for a large category of games. If you can trust the clients to some degree then you can really really offload a lot of server work. It's not feasible to process user's mouse input on the server in an FPS for example. Not just from a server load standpoint but from a latency standpoint.
You don't necessarily need to ban a player immediately. If you can accurately ban people within a day of using a cheat, then that's a pretty serious deterrent from using them.
There have been successful FPS games with that formula (Tribes comes to mind). There are cheats/hacked clients, but they're on a much less problematic level (mostly around visibility).
[1] https://www.reddit.com/r/FortNiteBR/comments/82xyhb/launch_e...