To start:
Multiplayer Server Tracker
Problem:
Descent 3's had 2 centralized game tracking systems built in.
Descent 3 was released in June 1999.
Heat.net was shut down October 2000.
PXO.net was shut down June 2004.
After only 5 years, both in-game multiplayer tracking systems were gone, this hurt the multiplayer community greatly, at least 1/2 the players stopped playing Descent online after this failure.
Solution:
Develop a multiplayer game tracker that is not centralized. Technologies already exist in areas such as P2P that can be successfully leveraged to game tracking. An example is Gnutella. There are no single points of failure in a Gnutella network. Instead of searching for files to download; the network would be used to search for and provide an index of gameservers to connect to.
Benefits:
Using a P2P approach will benefit gamesas because they would not need large servers to coordinate the tracking system. It would also benefit the players by keeping the in-game browsers working indefinitely, keeping the game alive longer. Also, a quick search on Google does not yield any results for "decentralized game tracker". This technology can be applied to any gamesas game, and gamesas can license this technology to other Development Studios and Publishers.