If all the pipes had the same difficulty and all the players had the same ability, then the only factor to pass a pipe is luck and a x% of the players die just before each pipe and the graphic is a row of equal mountains.
But some of the pipes are more difficult or easy, so they will have a bigger % or smaller % of deaths, and higher or lower mountains.
And some players will have more ability. If, for examples noob, have a 1/3 chance of diying per pipe and pros has a 1/20 chance of dying per pipe, then the first 3 or 6 mountings will be big and full of noobs carcasses, and the other mountains will be much smaller. (In real word there is not a binary noob-pro classification, but it's easy to explain with this toy model.)
They were never seen in "real time" anyway. Communicating more facts that could have been derived from a smaller set of different facts does not make it any less of a "recording" of facts or more "real time". Fewer facts to communicate may enable lower latency in their delivery, which is a better definition of "real time". Would it be any less of a "recording" to send the rendered pixels of the fish? I would argue the opposite.
Perhaps the point was that much more time was passing before elements of this list in the new format were sent, is that true?
1) He only connected to one of the 'MMO' servers instead of multiple instances
2) Only established 1 long-living (Websocket) connection which is basically like having 1 (idle) player on the server. At the rate that other players were connecting, he likely added little to no real load
CSV: http://files.t3hz0r.com/projects/software/sandbox/flappy/fla... MongoDB: http://files.t3hz0r.com/projects/software/sandbox/flappy/fla...