Index

The client is a single instance of the game running on a player's computer. The client is responsible for rendering the game world and handling player input. The client communicates with the server to send and receive information about the game world.

The client knows how to respond to input and how to render the game world behaves. For accurate information, the client must frequently communicate with the servers. Servers contain information on the game world, such as player statistics, inventory, and progression. They are authoritative source of data. - The client is responsible for rendering the game world and handling player input. - The client communicates with the server to send and receive information about the game world.

Servers can not be an authority for every part of the game world. This would be restrictive and unrealistic. Authority can therefore be delegated to the client. A client with authority will perform certain functions on behalf of the server. A client can be distinguished as a guest or a host. - A guest often needs authorization to perform certain functions. - This is the default mode for a client. - If a guest is in a world instance, they will often communicate with the host for authorization. - A host is authorized to perform certain functions for a guest. - They manage an instance of the game world. - They can be asked to perform certain functions for a guest. - They will relay changes in the world instance to guests.

Significance in lore

The distinction between a guest and a host is also known to players in game, flavored as game lore. Standard naming (guest, host) is used in code, but in the game world they are named differently. Also see the design documentation on characters and game lore.