Well, matchmaking and lobby is at least as important as connectivity ; not every multiplayer game requires absolutely flawless connectivity and pings in tens of ms, but every multiplayer game requires some kind of a player profile , and many of those games have a notion of "match", and "players participating in a match", thus requiring a matchmaking based on some rules, most often those are player level and user location. Almost every game I, as an ops engineer, took part in launching and running, was implementing those two parts, with varying degrees of success and finesse