# Classify this multiplayer game before designing its backend
Act as a principal multiplayer game architect. Read the game design, repository, tests, and deployment setup. Do not implement yet.
## Inputs to establish
- Engine and client platforms
- Competitive, cooperative, social, or mixed play
- Players per match, room, zone, and region
- Whether sessions end and what state survives them
- Whether direct P2P, deterministic lockstep or rollback, a listen host, or dedicated servers fit the trust and scale requirements
- Tick rate, latency tolerance, movement speed, projectile speed, and physics needs
- Party, lobby, matchmaking, server browser, voice, chat, spectator, replay, and reconnect needs
- Character, inventory, economy, guild, quest, housing, world-state, and trading persistence
- Expected concurrency now, at launch, and at a realistic growth milestone
## Required decision
Classify the game as one of these, while noting any hybrid needs:
1. Session/PvP multiplayer: bounded matches or rooms that end.
2. Large-session multiplayer: bounded sessions with higher player counts or more aggressive interest management.
3. MMO/persistent world: durable identity and world systems across realms, shards, zones, and instances.
Produce a requirements table with Required now, Later, and Not justified columns. Include authority, direct P2P or listen-host feasibility, signaling, NAT traversal, relay fallback, host selection and migration, transport, prediction, reconciliation, interpolation, rollback or lockstep, lag compensation, lobby and party flow, matchmaking, server allocation, persistence, realms, zones, instances, interest management, economy safety, moderation, observability, load testing, disaster recovery, and estimated operational complexity.
Recommend the smallest architecture that satisfies the evidence. Explicitly list MMO systems that must not be added to a PvP-only game.
## Delivery rules
- Inspect the repository, current documentation, deployment configuration, tests, and existing networking code before proposing changes.
- Preserve working systems and explain every material tradeoff. Do not replace the engine, transport, database, cloud, or identity provider without evidence.
- Choose and document the authority model. A dedicated server or listen host validates client intent; deterministic lockstep or rollback peers exchange inputs, detect desync, and accept the stated peer-trust limits.
- Prefer provider-neutral interfaces around identity, sessions, persistence, realtime transport, matchmaking, hosting, and observability.
- Separate the smallest safe first milestone from later scale work. Do not design MMO infrastructure for a bounded PvP match.
- Add or update architecture documentation, sequence diagrams, failure behavior, security assumptions, tests, metrics, and rollback steps.
- End with changed files, commands run, measured evidence, unresolved risks, and a definition-of-done checklist.