&gt; You could use this model of recording inputs and playing them back on the server but that seems like it would be a ton of work if your game is popular<p>The main costs would be setting up servers &#x2F; network serialization code, and isolating the game logic enough that you can reuse the same code on the client and server.<p>The latter is potentially useful for replay systems as well (so you can see how other top players are playing the game.)<p>&gt; and an extraordinary cost for keeping a simple score board clean.<p>Some ways to keep costs down:<p>- Offload validation onto other clients (this is better suited for matchmaking based multiplayer games where you&#x27;re communicating anyways, where it can be as simple as having both clients upload the score or result for a given match id - flag both clients when they disagree, whoever racks up flags consistently is cheating &#x2F; has bad ram &#x2F; ???)<p>- Only validate N% of the games from the event stream at random<p>- Only validate the top N% of scores from the event stream (who cares if people are cheating to give themselves terrible scores?)