Thanks for the detailed answer!
AFAIK these platforms you mentioned will provide servers and resources to host your game. As Colyseus is just a networking framework, it also doesn't provide any kind of game logic out of the box. You'd need to implement everything by yourself.
Right, both platforms are also social networks, and I don't need that. (Though BYOND doesn't host the servers.) A networking framework is exactly what I'm looking for.
This works great if your game state is not too big.
How big is too big?
I've seen the splitting and filtering views feature. It seems like a must-have for a networking framework, not only for performance, but also for cheating prevention purposes.
Currently, we haven't seen a use case for this. Most games need to have multiple sessions, and matchmaking comes along with it.
My (hypothetical) use case is a ss13-like: every server uses their own fork of the game code with minor tweaks, and the servers can have up to a hundred players and are barely ever full.
Not at the moment. I believe client-side prediction is not easily pluggable in a way that the framework abstract everything for you.
Wait, do you run the game code on the client at all?
Client-side prediction can depend on the game, but all games could benefit from changing the local state immediately. And many games aren't performance-bound on the client by the size of the local game state and can handle recalculating several game states every time the server sends something unexpected. Right?