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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."

8 of 69 comments (clear)

  1. Re:In America, More = Better! by MindStalker · · Score: 4, Interesting

    I think the point is that at 100 players you have something that more resembled an army. The only problem with this is of course. Respawning would make the game hell to complete any sort of mission, and not respawning would make the game boring as the wait between games would have to be longer.

  2. Easy answer , Yes. by curtisk · · Score: 2, Interesting
    Hard Answer, well......

    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!

  3. Distributed Server by Anonymous Coward · · Score: 2, Interesting

    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! :)

  4. The problem with dedicated servers. by Yaztromo · · Score: 4, Interesting

    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.

  5. Yes, for fair play reasons by Jahf · · Score: 2, Interesting

    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.
  6. Re:In America, More = Better! by Quikah · · Score: 2, Interesting

    most of the maps on battlefield are way too big for only 16 players. I have never had a laggy experience on the couple of 48 player servers I have played on. The 64 player servers can get slightly laggy at times, but sticking to only green servers has kept the lag to a minimum for me.

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    Q.
  7. Re:In America, More = Better! by bigman2003 · · Score: 2, Interesting

    America's Army- which has been used as an example a lot in this discussion...used to drive me nuts with the 'no respawn'.

    Actually, what they did made sense. Once you died, you didn't respawn, and you had to wait until someone either won, or the time ran out. Usually the timer was somewhere in the 8:00 range.

    Sometimes you could die in the first 30 seconds. Or even the first 10 seconds if you were trying something new. And then you had to wait...7 minutes plus...to play again for another 30 seconds. This really sucked sometimes.

    Rainbow Six 3 is a similar game, but usually each round only lasts 2-3 minutes. Probably because the maps are smaller (although some of them are fairly large). On some maps, team A can be at team B's spawn point in less than 10 seconds. This means that the tactics you use probably won't be as sophisticated, but the game plays a little faster, and is more fun.

    That's my opinion. Others may enjoy the more drawn out process, but I prefer the action.

    --
    No reason to lie.
  8. Re:In America, More = Better! by Captain+Splendid · · Score: 4, Interesting
    IMO, the spawning problem can be solved with limited lives. Tweak it so that it provides a medium-skilled player just enough lives to complete the given map in the given time. That way, you have several chances, but you still have to make each life count (because it does.)

    For example, my FPS of choice at the moment, Enemy Territory, has the option for limited lives. Once you've tried it, going back to unlimited lives anything is like being a Sumo wrestler beating up first graders: It's boring and far too easy.

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    Linux, you magnificent bastard, I read the fucking manual!