Most everyday services lean clearly toward one model
Most internet services people use daily run on client-server architecture -- loading a website or using a messaging app always means your device sending a request to some server and getting a response back. P2P is a fundamentally different philosophy, since a service can run with no central server at all, and it tends to shine specifically for services where decentralization itself is the goal, like file sharing or blockchain networks.
Why peer-to-peer connections sometimes fail to establish
Because most home internet connections sit behind a router performing NAT (network address translation), a peer's device usually isn't directly reachable from the public internet, which is exactly why P2P games or video calls sometimes fail to connect directly. Techniques like NAT traversal, or falling back to a relay server when a direct connection can't be made, exist specifically to work around this.
Frequently Asked Questions
Are online games client-server or P2P?
It varies by game. Many online games use client-server architecture to prevent cheating and keep results consistent for everyone, but some fighting games and older titles connect players' devices to each other directly using P2P instead.
Is P2P always used for something illegal?
No. Plenty of legitimate uses exist, like quickly distributing large software packages via torrent, and blockchain networks and some distributed storage services legitimately rely on P2P architecture as well.