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Taking Halo 2 to Xbox Live

An anonymous reader writes "In this new interview, Bungie Studios engineering lead Chris Butcher explains how his team took Halo 2 multiplayer battles to Xbox Live, with minimal glitches. Turns out there are a lot of clever tricks involved." From the article: "It's actually the same network model we used in Marathon back in the day, although Marathon had some bugs in it. The thing with this networking model is if there's a bug in the computer code where two machines could provide the same inputs but get different outputs, there can be problems. There are lots of different ways that could happen."

2 of 30 comments (clear)

  1. Slightly more readable version... by Ford+Prefect · · Score: 3, Informative

    ... Here ;-)

    I still reckon the best game networking in the world is that in Quake and its successors, such as Half-Life and its sequel. Unlike Halo and Halo 2, where co-operative play online was apparently an insurmountable technical challenge, in Quake-based stuff even single-player games are inherently client-server anyway.

    From the article, it sounds like Halo 2 multiplayer has moved in that direction away from the all-clients-equal approach of Marathon and Doom, with a single server accepting or denying player-damaging events. Although each client apparently still has a full version of the game world at hand, unlike Quake-style games where a client is only sent relevant stuff - might this allow for some audacious, map-spanning ultra-vision hacks and so on?

    Still, that's how they do the recovery thing if the server gets unexpectedly removed from play...

    --
    Tedious Bloggy Stuff - hooray?
  2. Summary is incorrect by Have+Blue · · Score: 4, Informative

    The Marathon quote is referring to Halo 1. Halo 2 is nothing like this, as the article explains.