Unfortunately online games are much more complicated than just “putting the model on the server” as you say. It might work for simple games and some edge cases (turn based games perhaps) but once you get beyond that and want to do more involved things like client-side prediction, lag compensation, etc. then you end up needing a larger and larger amount of state available on the client. And arbitrary divisions into M, V and C start to hinder instead of help.
[quote]If you don’t succeed in dividing several aspects in your game in order to apply MVC, it might mean that something is wrong in the design of your application, it might mean that some aspects are too tight because of the way you designed it or the way you implemented it whereas it should be easier.
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Arbitrarily picking MVC (assuming you can find a definition you like) and sticking to it religiously does not mean your design is any better. I’ve tried MVC for games several times before and for anything non-trivial all it does is introduce false dependencies and arbitrary (and unhelpful) divisions in code. Far better to adapt your architecture based on the demands and needs of your particular game. I can get looser coupling, less dependencies and an overall better design by avoiding MVC.