An acquaintance of mine recently wrote an increasingly popular article on the negative effects of client authoritative network modelling as it applies to online multiplayer video games. Specifically, the enabling of "cheaters" when client machines are given priority over the server. Glenn Fiedler is a respected software engineer who has worked on several AAA video game titles over the years and most recently finished working as the lead software engineer for Titanfall by Respawn Entertainment before moving on to start his own business where he specializes in network technology for - you guessed it - video games.
Glenn's original article discusses the problems with this network model and the reasoning behind developing these solutions from a server authoritative model is the only way to ensure the best experience for gamers:
The article has since been picked up by several major online publishers, some of which I have listed here.
And the list goes on... I've left out links to articles that Glenn himself has flagged as being too inflammatory or negative in general. Glenn was simply attempting to help the gaming community at large understand what the problem is with The Division from the viewpoint of a seasoned software engineer who has literally written the correct type of code himself with a great level of success.
As a software developer myself, I not only find this interesting but also very familiar. When we're developing software at REM we always take into account the potential actions of the client machines accessing our software and the best ways to circumvent problems without negatively impacting the website visitor's experience.