actually they're only used because network packets are so open that linux/unix makes them a bugger to hack... plus they don' incure the overhead charges that a Windows based system does.
but unless you're developing a huge MMO game it'll make little difference, especially as if you've ever played Half-Life that game has horrible Netcode however it'll perform far better on DirectX with a Windows Server than it will on a Linux one.
and the point behind the Quake games was to give the largest base access for thier games ... they actually have Linux/Unix/Solaris/FreeBSD/MacOS versions of the game and server - and most on the net are actually using Windows.
but that aside the Winsockets actually use the NTOA standard which was set in Unix - so the access being created has very little difference once the network is up and running ... prior to that its a case of getting windows to acknowlage the connection.
but as i said you'll have to setup a special version of the game within Linux/Unix using C if you wanted to get a tru server going, because there is no way you can calculate what data needs to be sent and such if you just have a linux listener sending information back to people - infact that'd be 10x slower because it won't be distinghusing between the useful data and the unless data.
for example if you're running an MMORPG, you'll want to make sure that the text chat being had diesn't reach into the MB which it can quite quickly do when you have say 200 people in the same area, same goes for movements ... whilst i've been working on multiple network server->client plugins for people DBpro games i've devised a way where you only get the information you'd have in reallife ... like if someone is talking a good mile away at the other end of the village you ain't gonna see it so the server doesn't send it, same goes for movement - if it isn't within
Nth amount of distance, the world doesn't show it.
whereas if you had to develop a Server capable of this on Linux then it'd be a task and a half and a good question if it was even worth the bother.
DirectPlay is a fantastic thing to use, especially for the newbie to Networking which from the sheer number of network games i don't see with any network play on here i think ya'll need to remember that most of these guys don't know an IP from DNS router!
Leave the more advanced tasks up to those of us with more experience in these matters and talk to us about them ... leave those who can't even get to grips with the DirectPlay command which have been dumbed down for DBpro use to play with DirectPlay - perhaps help them out with it.
There are more games than you realise using this and its just amazing how many people believe that the system isn't upto the task of anything, because Earth&Beyond uses it as does TheSimsOnline... and both have close to the most demanding needs for networking and perform more admirably on a 56k Dialup than games like Quake and Unreal2K do over a 128k Broadband!
i'd suggest before you go off on tangents preaching about things being better you do your homework and develop using them, because althougth code wise Linux is simpler to setup - networking wise it is just terrible. programmers are always lazy, they dont' use whats best available they use what they can use in the quickest time usually ... and this would be a good thing to remember before you think all these pro games are using the best system available.
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?