Client-server architecture
Client-server architecture is a network model where a central, authoritative server holds the game state and every player’s client connects to it. The server runs the game simulation; each client sends player inputs and renders what the server sends back. All communication flows between player and server — clients never talk directly to each other.
How client-server architecture works
In a multiplayer game built this way, the loop is the same every frame:
- Clients send inputs. Each player’s machine sends their actions — move, shoot, interact — to the server.
- The server simulates the match. It applies those inputs to the single authoritative game state, resolves collisions and hits, and decides what actually happened.
- The server broadcasts state. It sends the updated world back to every client, which renders it. Techniques like client-side prediction and interpolation hide the round-trip latency so the game still feels responsive.
Because the server is the single source of truth, it’s also an authoritative server — no client can fake its position, health, or score.
Client-server vs. peer-to-peer
The alternative is peer-to-peer architecture, where players’ machines talk directly and one acts as host. Peer-to-peer is cheaper (no server to run) and fine for small co-op sessions, but it has two problems at scale: the host can cheat or has an unfair latency advantage, and there’s no neutral authority to resolve disputes. Client-server fixes both — which is why nearly every competitive and large-scale multiplayer game uses it, despite the cost of running dedicated servers.
Infrastructure implications
Client-server only works well if the server is close to the players. A studio targeting a global audience needs servers in many regions, which usually means working across multiple providers and data centers — and scaling that capacity up and down as player numbers change. That orchestration layer (placing, starting, and tearing down servers near players on demand) is what Gameye runs, so studios get client-server hosting worldwide without operating the infrastructure themselves.
Frequently asked questions
What is client-server architecture in games? It’s a model where a central server holds the authoritative game state and every player’s client connects to it. The server runs the simulation and tells each client what happened; clients only send inputs and render the result. Players never communicate directly with each other.
Client-server vs. peer-to-peer — which is better? Client-server is better for competitive and large-scale games: the server is a neutral authority, so no player can cheat or get a host advantage, and it scales to large player counts. Peer-to-peer is cheaper and simpler but only suits small, casual, or co-op sessions.
Why do multiplayer games use dedicated servers? A dedicated server gives every player an equal, low-latency connection to a neutral authority that can’t be tampered with — essential for fair competitive play and for hosting more players than any one player’s machine could. It’s the practical way to run client-server architecture at scale.