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Cheats and bots are ruining online games though.
Back when communities hosted servers instead of companies, it seemed less common, even though it was easier to do.
Back then you could just quit the server/match if somebody was obviously cheating (or they got banned).

With competitive matchmaking cheaters can hold players hostage until the end of the match, as leaving incurs penalties and cooldowns that temporarily ban you from playing.

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Because those were community servers often built around community. There weren't a lot of them either.

If admins allow cheating - people that want to play would leave the server

If live in a non-metro area, you probably have a handful of server your latency allows you to play on - getting banned would be a big suck

Now you just click "play game" and you get match with some strangers you might never play ever again with. Financially, those privately hosted servers no longer make economical sense for game publishers.

Because games were less common. If you look at community hosted servers now they commonly have more anti cheat, not less. Counterstrike with FaceIT and ESEA. Even FiveM for GTA V rolled out a custom anti cheat before it was added to the official game.
That was not my personal experience. CS and Warcraft 3 community lobbies featured rampant cheating. Way more than CS:GO and Dota 2.
Life was a bit simpler then. At that point in time the leaders also did not get millions for their wins.
And Kernel level anti-cheat isn't stopping them.
Perhaps, but it's far better to have cheaters and bots than to have games require a rootkit to play them.
I think that's a matter of opinion.

Personally I find both unacceptable: I won't play a game that requires me to install a rootkit, and I won't play a game where cheaters and bots run rampant, ruining the fun for everyone.

So hopefully there's a solution to this that doesn't require a rootkit.

You definitely don't play games, this is one of the reasons why people stop playing games.
I do play games, a lot. I even play multiplayer games. So, you're wrong.
Well no, because they ruin the online experience making people not play the game.

(in theory, GTA online has had / still has huge problems with bots and cheats but still earns the publisher hundreds of millions a year)

They have problems because they're cheap and don't want to pay to host servers. They don't want to let people host their own authoritative server either because of the $billions in fake money.
I understand that cheaters suck. I'm saying that in this case, the cure (kernel access) is worse than the disease.
This is why I preferred console gaming. You never encountered cheaters until very late in the console's generation. Crossplay ruined that.
Yeah life sucks when everything and everyone has to be untrusted (applies not just video games).

The solution is to build trusted spaces again IMO.

For video games assume that each user is trusted by default. As soon as they violate that trust by cheating, they are banned permanently for that copy of the game. If they want to be trusted again they have to buy another copy of the game to get another license. Make it hard to become a member of a trusted community and easy to be kicked out of a trusted community for violating trust. This would eliminate the vast majority of cheating and bots because most gamers are kids and having to buy a fresh copy will hit hard. If they abuse it enough, make them jump through more hoops like ip bans and computer fingerprint bans.

This is a naive take. Of course these developers already permaban cheaters. Firstly many of these games are free to play so "getting another license" is a non issue. They're doing hardware bans nowadays which are harder to avoid but not impossible.

Half the battle is detection though. If you don't detect cheaters quick enough they ruin enough games that genuine players start getting frustrated and leave. Anti cheats help with this detection.

Probably every anti cheat idea you can think of, in terms of detection, prevention and punishment, has probably already been tried by a large online multiplayer game. It is an extremely difficult problem to solve, a constant arms race.

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False positives would very much hurt in that model. But returning to a small multiplayer experience with chosen friends would work: the in/out decision is local and personal.

It’s only a problem when you game with strangers.

Talking just about games, this really doesn't work with free games. Even if there is a lengthy 'lockout' period from the real game, many games have rampant and cheap accounts for sale and doing so will make the game experience worse.