Interesting. However I'm not just looking for syncing stats and inventory. What I'm talking about is designing a new game mechanic around the realities of distributed gaming, then designing a more robust server around that. The server will be finalizing entity positions, damage, and collisions a half second behind "real-time," and the game mechanic will be designed around this in a way that preserves player autonomy and immediate response. (Basically, deemphasizing aiming while emphasizing tactical dodging where the player seeks to minimize received damage over time.)
great job stepping back from the buzzwords
Those pesky buzzwords. You were just caught out being misled by one. (sync -- which typically means what you thought it did, but also has a generalized meaning)