And cancerous games that use invasive anti-cheat still aren't running the majority of the game server side. That is why they have am anticheat scanning your machine. What you're referring to would be closer to "cloud gaming" or "game streaming" services than what mmos do.
Having an mmo run most data server side and then send it to all players would be massively more expensive in bandwidth costs, and have latency issues and load time issues. They do often have server checks to make sure client data makes sense, but servers aren't shoving the whole game to each player continuously, only input elements from other players. This is why you can get things like enemy position desync from lag.
And cancerous games that use invasive anti-cheat still aren't running the majority of the game server side. That is why they have am anticheat scanning your machine. What you're referring to would be closer to "cloud gaming" or "game streaming" services than what mmos do.
Having an mmo run most data server side and then send it to all players would be massively more expensive in bandwidth costs, and have latency issues and load time issues. They do often have server checks to make sure client data makes sense, but servers aren't shoving the whole game to each player continuously, only input elements from other players. This is why you can get things like enemy position desync from lag.