not. A player's client on the opposing team, for example, is aware of the attack, but it would not display the changes to that player since the game sets it so that one has to discover 7Turtle7 doing such a move, only then it will be displayed on their outputs. 5. Even though the client sends and receives data from an individual's perspective, there is data that is shared with everyone in a game or doesn't share at all. Take the top-right corner of 7Turtle7's perspective, for example, there is a time indicator, and that time is the same for everyone inside the game. There is also the FPS and Ping indicator, which is exclusive to 7Turtle7 and not shared through the client. Usage Technology adoption To many game developers, adopting technology is the key to their engineering. Standardized platforms such as HTML 5 and JavaScript can allow media integrations and deeper developments. A game client provides the ability to do so. User experience Balancing the game is a big issue for the developers. A large number of users on their client connected to the server could cause high resource usage, but at the same time the users need to stay connected to the game. Game clients will provide this type information to a centralized server. Employees cooperation As the game develops, new feature will be added. Instead of a small, cohesive team that doesn't require much cooperation at the start of a game, a developed game usually has several departments working together to figure out a solution, and that requires all departments to work in harmony. Updates Sometimes the game development team creates new contents or fix previous bugs, which means they need to let every player's clients to synchronize with the server. One way a game developer can fix bugs or add new contents to a game is through patches. The digital distribution platform will alert the user that there is an update is available, and client apply those update patches for the users automatically to ensure every user has the same perspective of the game content when changes have been made. Some examples of a digital distribution platforms include steam, origin and battle.net, which provide the same services when it comes to game clients. See also Game server Client (computing) Netcode Online game References Clients (computing) Video game development Multiplayer video games Video game platforms