I have no idea why this changed in more recent games. While every other online thing moved to have users create content abd self-moderate, games for some reason moved the other direction.
I have no idea why this changed in more recent games. While every other online thing moved to have users create content abd self-moderate, games for some reason moved the other direction.
Trying to also account for total players in every other competitive game seems like an impossible ask.
I'm not sure why this seems impossible to you? As the number of players increases, one would expect the number of players willing to act as an admin/moderator to increase linearly.
Typically admins are players also - that's why they choose to host a server.
I am still playing Quake Live, and it's all user-run servers. Hacks and cheats can be a problem, but users get banned via their Steam account, and there's a real cost (to buy the game) if you want to come back.
My point was really just that 10% is 10%, regardless of scale.
I thought the reasons were basically:
(a) accessibility - running a game server requires some technical knowledge, and if you're doing it from home, possibly changes to your network (and home connections likely won't have as good of routing)
(b) cheat detection - since the server is run by the game developers, it's easier to find misbehaving clients and ban them across all servers.
(c) DRM - it's harder to crack a game that has to sign-in to cloud servers.