I have pretty few experience with multiplayer networking, but maybe you can give me 2 examples of multiplayer games, which will be controversial to each other in terms of networking? (I'm talking not about existing games, rather about 2 design examples)Compare Overwatch (6 vs 6) or Titanfall, Battlefield, or anything similar to Anarchy Online (hundred vs hundred, and tens of thousands in the same world) or World of Warcraft (few vs few, but tens of thousands in the same world) on the other side. Compare any of these to any game similar to... Forge of Empires, or to any of the countless "build your own village" games.
Compare in each case what the total number of players are, what the numbers are in your immediate visible neighbourhood, compare how far you can see and how you can interact, and compare how responsive the game must be. Also compare how "realtime" each of these games really are (hint: time does not always pass at the same pace in each of the forementioned).
To give an example why your design in any of these may differ greatly: Half a second of lag isn't great in a strategy or "build a town" game, but it's acceptable. In a "typical" MMO, you'll have complaints on your user forums or people leaving, and in a shooter game, you will receive massive shit storms and death threats. In a round-based game (which includes pretty much every board/card game), half a second isn't even noticeable.