Is a possible answer to my post, that Eos network will not be overloaded because the capacity needed must be allocated from the network by the developer who has a share of the total network capacity in proportion to how many Eos coins he has.
I didn't think of that.
Although the question was, can a massively parallell multiplayer game be executed? Seems no, since the developer should then need a massive amount of Eos. And there is a practical limit to that.
There are things like delegating EOS where the dev could simply rent the EOS instead of buying. Also when a game gets popular it brings more revenue which enable a dev to buy more EOS to use more bandwidth. No game starts with 30 million players on day 1.
is it possible for the hypothetical players to delegate EOS to the developer in order to use more bandwidth? It would be quite an interesting setup actually.