"I don't know you tell me"
Well, I suppose that it would depend on the method you intend use to to accomplish this.
Perhaps you could use regulated signals(For the purpose of circumventing the limit) from HttpService to an external web-server to store update data, and accordingly signal each game to enter a state of paused transition until the gathered data has been transferred?
Naturally, this should result in pseudo-synchronization in which each server is not necessarily playing at once; they are merely receiving the data from another server.
Ultimately, however, you would only be transferring the data rather than a truly "synchronized" game. |