Should Online Console Games Have Dedicated Servers?
Thanks to GameSpot for its 'GameSpotting' editorial discussing the problems of online console gaming without dedicated servers. The author points out: "Let's consider the top upcoming shooters on both the PS2 and the Xbox: Killzone and Halo 2... the cold, hard fact is that these games will only offer a maximum of 12- and 16-player online multiplayer, respectively. In other words, if you can find a good nearby server, you'll be playing a game that isn't fundamentally different than what we've been playing for about eight years on the PC in Quake 1." He continues by contrasting this to the PC experience: "EA has promised that the upcoming Battlefield 2, currently scheduled to ship in the first part of 2005, will have more than 100 simultaneous players", before suggesting: "The bottom line is that console games need dedicated servers. As it stands today, only individual Xboxes are serving matches while simultaneously allowing the host to play. You simply cannot run a 24- or 32-player game with just a 733MHz processor and 64MB of system RAM available, hooked up to a potentially flaky cable or DSL line."
of course they should have, especially in cases where the whole game essentially is just for online play.
They should give the server software for people as well to run dedicated servers.. it's the normal way anyways.
world was created 5 seconds before this post as it is.
The makers of those console games should distribute PC software for linux and windows so that college kids with high bandwidth connections can run servers on the spare pcs they have lying around. That's where all the counterstrike servers come from. If they don't then they are going to have to run their own servers, which might be higher quality but it will cost them more money.
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With Battlefield 2, I almost feel as if EA is running some kind of brainwashing campaign to convince me that 'more players in a server' means 'more fun.'
Am I the only one who thinks that smaller servers are the most fun? First off, in my experience with games like Day of Defeat and the Battlefield series, larger servers usually equate to laggier servers, no matter what hardware you're running. Second, in team based games, one or two non-cooperative miscreants can ruin the fun for everbody. Let more people in a server, increase the chance that it sucks. Third, why turn a great, teamwork-oriented, strategic experience like you can get in Battlefield into an out-and-out Frag-a-thon by adding 32 players? I have really never, not once, ever, had as much fun in a 32+ person server in Battlefield as I have in an intimate 16-player game with even the most basic kindergarten-level teamwork going on.
I think the console powers-that-be should avoid larger servers at all cost. Don't give in to peer pressure!
I've taken to playing FP shooters on PC like Battlefield Vietnam. Last night I played on an official EA games server with 52 people.
Let me tell you, there's no better way to play an online shooter than with 26 teammates..
Part of the deal with XBox live was that you were paying for a superior online experience. Why would I spend $70/yr to play a game on someone's laggy cable modem? I can get that for free with the PS2 online or a PC.
Basically it's paying for developers who are too lazy to impliment Jabber as a standard presence protocol for online gaming.
Why can't I moderate something "Wrong" or at least "Grossly Misinformed"?
In an ideal world, this question should answer itself. The problems are simple, how many servers? You don't want to buy and implement 200 servers, when the game turns out to be received luke-warmly (LOL luke-warmly) it can easily turn into a huge time/resource waste. But if you don't have enough servers to meet demand, people get pissy quick and write off trying to play. Maybe they'll come back when you have more servers, maybe not.
Another poster had a great suggestion to allow the server software to be released, which seems like an easy answer as well. But, what will it take, 2 days before a hacked server first appears, then you opening up your customers to an experience that is out of your control and usually unpleasant. They would have to have some serious code verification to validate the server code when clients connect to make sure everything is (still) on the up and up.
Ideally yes, they should host the servers, but it would be with alot of risk
Sehr geehrter Toilettenbenutzer!
The author seems to feel because Halo 2 is only going to have 16 people in a game at once, it's on the same level of Quake. I guess he's right, when you look past the better graphics, ability to wield two weapons at once, grenades, vehicles, and voice support, then yeah, I guess they are exactly the same game.
I played Planetside with at least 60 people in the same area and I was not impressed. Factor in that at least 25% of (and I'm being very conservative) are morons, another 25% are jerks, and really you've got 30 players who hampered by poor CPU performance and the presence of morons and jerks. Realistically, there's probably only about 10-25% that are really wanting to play well and on a team. Besides, how many games can perform effectively with 60+ enemies on the screen at one time?
I think we'd all agree that the constraints of previous systems actually meant that companies had to be more creative. The same is true here. I've had far more fun with the four player Splinter Cell Pandora Tomorrow than nearly any other online game. I'm not saying I don't run across my share of stupid people, but it's far easier to find 4 good people than it is 60-100. When you do find people that play fair, that don't camp, that play as a team, SCPT is an amazing multiplayer game - and usually lagless. I'm all up for more creative gameplay with what we have, not just adding more players.
Has any game got some kind of 'distributed server', such that no one computer has total control and there will always be a random 'server' even as people leave?
:)
This may also be good for cheat detection as fragments of binary can be exchanged and compared (most matches is true code, no match == kick).
Downside: Bandwidth?
Patent this now!
The big problem I have with dedicated servers is this: are the game development companies goin to still be running them years from now? 5? 10?
Probably not. However, what if I and a friend enjoy that game and want to continue playing online against each other past the date when the vendor decides to take their servers offline for a given game? We'd be SOL.
The big advantage of being able to run your own servers in such games is that you don't have to worry about such obscelesence. If five years from now I want to play Doom against my brother across town, we can do so. But if we want to play Amplitude or SSX 3? Probably not.
Yaz.
With the PS2 or PC you get the privilege of playing on people's laggy analog modems - along with poorly secured protocols that can, and have been, repeatedly hacked. Sure PC internet gaming can have good servers and good connections -- but it comes with a PITA I don't have to deal with.
Consoles should have seperate servers because a console can ensure the integrity of the experience. I get no HPBs, headshot scripts, wallhacks when I play counterstrike on XBL.
I can get out-of-game invites that don't cause compatability problems or suck performance like Gamespy does.
I get voice comm in every title.
Then there's a myriad of new and smaller bells and whistles it's got - but those weren't there when I made my purchasing decision, and frankly - they're insignificant compared to the big 3 of quality/security, out-of-game invites, and voice comm.
That's the quality of service I pay $50 a year for. If you're going to slam the service, apparently without ever having tried it, or knowing much about it, you could at least get the numbers accurate.
// "Can't clowns and pirates just -try- to get along?"
Remember that when playing an online "twitch" game, if the host is also a player they have an immediate advantage over the other players by getting a 0 latency connection.
So yes, there should be dedicated servers. This doesn't mean it needs to be run by the company that sells the game (in fact, unless that company will guarantee X number of years of running the server, I would be worried if it did). You can distribute the dedicated server as part of the game.
Make the dedicated server more interesting than a terminal window. Allow the host to view players and chat as if he was in "observe" mode. Perhaps have an opt-in system where anyone who connects to the game and meets the pre-defined Hosting parameters can become part of a Hosting round-robin so that the hosts have the option of playing (sort of like moving the dealer button around in Poker). Perhaps find a way to give some sort of reward to the host (in a team-game you could allow someone who had just hosted to have their first pick in what class they want to play, in a single-player game the past-host might enter the game with X seconds of invulnerability, etc).
Besides, some people just like to watch. While you might not have enough people in this category, you would surely have -some- that would log in just to serve as the host. Especially if the game allowed the host to interact in some fundamental but non-player role (like a dungeon master).
I also think people are starting to see why the cell/grid technology folks like Sony have been positing could be a big step forward. Someone would still need to be the aggregation host, but all parties could assist in the processing. Might not be as useful in a traditional FPS, but I think the FPS has been fleshed out pretty well, time for the next round.
It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
This sort of thing really isn't a tricky thing for console game makers to do; they just don't want to let the players have that much control over the server environment.
Yeah, too bad Microsoft didn't think ahead and use a 800MHz processor or something.
*rolls eyes*
XBox consoles don't "host" games. Microsoft's Live servers host the games. The person that starts a game isn't actually hosting it. So the entire premise for this argument is moot ... at least in the case of XBox Live.
Who here has ever jumped into a 32+ player online game, dedicated, non-private server and EXPECTED to find teamwork?
Wrong. When you host a game on xbox live, you are hosting it on your machine. If you select the "dedicated" option available in most games, then your machine becomes a dedicated server and you can't actually play yourself. In some games, like Unreal Championship, Microsoft provides their own dedicated servers, but as far as I know, those are just dedicated xboxes. Either way, they're few and far between, and only on some games. 90% of the time when you are playing on xbox live, it is a game actually hosted on another person's machine. Do the research and you'll see it's true.
This game works well as is. I wouldn't want a 32 player match. For quick DM large servers are cool. For a game with strategy and teamwork 32 players would be impossible. Hell, even with 8 people on a side with voice chat it gets hard to do.
The more players you add to a game the less will be accomplished. any team based fps has a sweetspot of 4-10 players per team, and after that the rounds begin to turn into complete chaos.
Battlefield: Modern Combat is using dedicated servers, both for PS2 and Xbox. And they can handle 24+ players. I think that we will see more of this in the future.
There is the ability in some titles to run dedicated servers on your xbox. Yes this means you'd have to have a second xbox to play on your own server, but at least if you've got decent upload speed you can run a smooth server this way. Honestly, my xbox live experience has been 99% lag free, I am really impressed how smoothly all the games run and how seamless online play is. I remember having my doubts before live came out, how it would work without dedicated servers, but my concerns lasted about 12ms. The first time I rev'ed up my bike in motogp and took off with a crowd of 16 bikes roaring next to me, I was hooked. I don't know how 32 or 64 could be any more exciting actually. 16 is about right. And I can't freaking wait until Halo2, holy crap talk about national take-a-day-off holiday, which BTW does support 16 players (they think), which I think is about right also. My .02
If they worked on reducing the network overhead, it'd be much easier to host larger games.
Update packets for some FPS games seem to be un-necessarely complicated. They have to keep updating the models and the positioning.
Some packets should be always sent at an update on a clock.
PlayerID X Y Z HDirectionVector VDirectionVector
for where the player is and which way they're looking.
But everything else should be sent as a delta; established at the beginning of the match and assumed to stay constant the rest of the time -- for example, what weapon the player is holding, etc.
Instead of getting fatter pipes, if they leave more of the mundane details to the client and only transmit (encrypted) game state information, they can require less power and less bandwidth to do the same thing.