Interesting. How do you think this would apply to something like a distributed game, where you want a certain kind of enforcement of the rules between players?
Centralised applications are authoritarian

In thin client/thick server models, the server does all the work and has all the power. Any authority for the user to do something is borrowed from the server (which can also remove it at any point).

The society of users in thick-server applications route their actions through the server. When they message each other, they are updating entries in the server’s database. When they publish files, they are writing those files to the server’s disks. The server has ultimate authority over those sy...

I think the argument would be that any enforceable rules would be built in to the protocol itself.  Kind of like the idea of smart contracts I guess – certainly not without it’s own range possible pitfalls, but the idea being that it requires much more consensus to change a protocol.