There's no reason to invest in in-game monetization if you can unlock it all via changing the server you play on, and have access to all of that content without paying. That's a huge part of how live service games are monetized and if people can change how their server works to just unlock it all and be done, the company loses revenue. Or at least, that's what they're going to say.
> No, the reason multiplayer games have moved away from peer-to-peer to hub-and-spoke is because it's easier for the customers. Most people frankly cannot and moreover do not want to be sysadmins when they just want to play their vidja gaemz.
Literally no one in this discussion is saying companies can't run their own servers. The obvious choice would be hosting their own servers with the server binaries they distribute, or perhaps more tuned versions for their hosting arrangements. We're just saying, if at such time a company shuts their servers down, there should be a way to make new ones so people can still play the game they bought.
> I'm obviously not speaking with regards to games that must be hub-and-spoke (eg: MMOs)
Any sufficiently powerful server could host an MMO. This is not black magic, it's computing.
> or games that do so for no good reason (eg: Hitman World of Assassination).
Yes. That's literally what this is attempting to address.