This is true, and for that real-time interactivity a company could always connect classic trusted servers to SAFE, creating a hybrid model. For real-time interactivity the players in the same in-game area would connect to one of the trusted company servers using a server’s SAFE address, which can be listed in the company’s publicly shared server address file. The trusted server and client would exchange their IP addresses to establish a direct low-latency connection.
There are two major new things SAFE can offer gaming:
Direct exchange and sale of tokens representing any kind in-game item/object/character without any legal responsibility for the company. They are digital assets outside of the company’s control.
Streaming of dynamic world-data of massive virtual worlds on demand. Right now that has serious scalability issues. With SAFE you can have an incredibly large virtual world (hundreds of terabytes big) that can be transformed by millions of players at the same time. In a classic model all those changes would need to be propagated to all the players by a few super-servers, creating an impossible bandwidth load. In SAFE that load will be distributed among all the vaults holding any of the world’s data chunks. You could run a dynamic virtual universe on it that constantly changes.