Right okay so we make a hack and slash game....
But who stops the clients from cheating?
The clients can tell the network literally anything they want.
There's are already AIs that play chess and real-time strategy games at the grandmaster level.
Like on Hive all the data is text.
How would you ever know that text that said "I used this skill at this time" wasn't a bot?
I have not seen a single actual strategy for decentralized cheat detection.
Which leads me to believe that the real problem here is one of establishing reputation and whitelists/blacklists and private servers.