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In typical multiplayer games, each player has an instance of the game running on their machine, all talking to a server which is also running an instance of a game and is treated as the authority. This means the game can stay responsive on your end, since your machine is running a game locally. However, if there's a discrepancy between your game instance and the servers, you get corrected (often in the form of rubber banding). Unfortunately, with physics heavy games with lots of complex non-deterministic interactions, with pcs and servers all running at different frame-rates and with packet loss and latency, there's no real way to keep everything in sync. You'd be seeing one thing, the server would be seeing something else, and the other players would also be seeing other things, making combat near impossible with all the corrections constantly happening.
Could be possible to do local multiplayer though, or steams weird multiplayer support where the game is running on one players machine and streamed to another....
It already is multiplayer.