I went out today and bought two new PlayStation 2 controllers so I can play my PS1/2 library again, so yes. Although (And I don't know if this is fair or just a prejudice I've picked up) I would expect to pay an awful lot less than something that played or looked like a modern game, regardless of how much fun it was.
For a FPS game with smallish levels and smallish number of players (such as Quake) sending a single packet with information about all players for each network tick is totally fine, simple, and will perform well.
Well yes, from a pure performance point of view, it's OK for a Quake-style of game (not so for something much bigger, though).
But my point about knowledge remains. In a game where several people compete, it can be troublesome to provide information to people that they actually can't know. Such as those shoot-through-wall aimbots, or other things. Imagine someone implements a minimap where enemies show as little dots (and nobody using the genuine client has such a mini-map). Imagine knowing what weapon, how much armour, and how much health your opponents have (when you shouldn't!), and where they hide. Imagine knowing which door they'll come through before they know (because you can "see through" the door).
No player should ever know the whole world, normally. Not unless it doesn't matter anyway.
So have a little flag that tells you whether or not the receiving client can see this player (to tell them if the player should be visible at their end) and don't send the new data about that player if they aren't visible. Problem solved.