Forget that!

21:13 <Scoot> But does not scale as the number of players increases, or
does not allow data to be carried between versions, or causes lots of
lag, or causes intermittent data loss, or deadlocks/livelocks, etc
21:15 <Scoot> Poor table organization, excessive search, lack of excess
of synchronization, etc
21:15 <Scoot> There are lots of things on both the design and the
implementation stage to go wrong
21:15 <Scoot> I know, I tried it twice already in the past few years,
and I failed twice :P