Ian Dundore discusses five clichés of online game development that often prove true. The first is that the client is in the hands of the enemy, so input from players must be validated and anything sent to clients could be seen. Second, premature optimization should be avoided as proper order is fun, good, then fast. Third, there are known and unknown unknowns, so plan for injected work. Fourth, any tool can be misused so log creations carefully. Finally, the presentation title should come after the content is made.