Personally I don't mind if fast-paced adversarial multiplayer FPS games stop existing, but that's a minority opinion.
It feels like a colliding of worlds and a cannibalization that doesn't make sense to me. Like - if the government launched a messaging app competitive with WhatsApp and it drew users away from WhatsApp and it had better encryption ... Would that actually be better for the economy of this country? Something seems off about it to me.
Yes, it’s simple at the beginning but it takes a lot of effort to move to non-port based solution for anything.
Cuts are small at the beginning (oh, this service should use other PostgreSQL, so lets have two - oh but I my code doesn’t specify port in an config file, so let me put on direnv - oops IDE didn’t pick up env file) but they grow quickly.
Containers are standard nowadays and allow going for Kubernetes if one wants. With solutions like Justfile or Taskfile its reasonably ergonomic.
Because, for something like an MMORPG, "playable" means being able to run a server. So, what does "playable" entail? Source and internal sysops documentation? That isn't "playable" for the vast majority of people. Working binary? Now you may be required to develop these specifically for consumer hardware, and/or in different versions.
Example: MOBAs with ladders and matchmaking algorithms. You will likely need a separate server architecture that works independently of the userlist and matchmaking system. Bear in mind these systems are usually not made to be modular, they are custom-built to work in a given environment.
Not saying that it cannot be done, I am also supporting the idea, but there should be a VERY CLEAR definition of what counts as "reasonable playable state".