I'm making an MMO style game in my spare time for kicks, I've been researching more and more into networking for video games and I've mostly been learning about Quake and Sources networking implementation where they have an authoritative server with a snapshot system where the client receives snapshots that reflect the current state, and the clients will send their input to the server and the server will simulate the game, etc.
Is this what most MMO games use in terms of their networking? I ask this because as I'm implementing it, it seems very expensive if you want a lot of players*, whereas the networking architecture seems more like it was designed for Quake or Source games where it's mostly shooter type stuff where you only have maybe 10 players at a time, sometimes you have 30 or so.
* To elaborate here, I mean that having even 10 players it costs a lot to send snapshots back and forth in terms of bandwidth, it can pretty quickly add up to megabytes. Is this normal? Is this expensive? I don't do a lot of network programming so I'm not particularly sure what is cheap or expensive in terms of bandwidth.
I've currently implemented most of this system, though I've added regions so that the world is split up into multiple areas so that entities in region A don't care about the events, particles, and other entities, etc. in region B or C, D, and so on.