I think there&#x27;s a false dichotomy here. You can&#x27;t simply ignore the client, so no matter what, you have to have a set of server-side checks that ensure the client&#x27;s inputs are valid.<p>Part of what this article offers is &quot;you can&#x27;t fix it by adding server-side checks&quot;, guessing that if they haven&#x27;t done it already, it&#x27;s impossible to do. I think it&#x27;s entirely possible that their model is reasonable (takes movement, fire events, etc. instead of position, inventory, etc.), and they simply haven&#x27;t guarded against malicious inputs. Adding server-side checks is _exactly_ what you need to do to make movement&#x2F;firing inputs safe!<p>The existence of a certain class of bug doesn&#x27;t mean the whole architecture is broken. It may simply mean they shipped the game without trying to detect cheaters. That may be a bad idea, but if the design is right, it&#x27;s certainly fixable.