John Carmack Says No Dedicated Servers For Rage
AndrewDBarker writes "Modern Warfare 2 will use a matchmaking setup powered by IWNet for online play (as we've discussed). It's too early to say what Rage will use, but Carmack indicated he believed the servers are something of a remnant of the early days of PC gaming. That said, he realizes the affinity many PC gamers have for them — and is glad Rage won't be leading the charge away from them. 'The great thing is we won't have to be a pioneer on that,' he says. 'We'll see how it works out for everyone else.'"
They could give a damn about matchmaking. It's a trojan horse.
They want everyone to use matchmaking, which really means they want everyone to use an authentication system.
Since you didn't say which company, I'll point out that you're referring to Valve's Steam Stats for Counter-Strike: Source, Counter-Strike, and Team Fortress 2.
I'll also point out that those numbers are the number of concurrent players, not the number of total players.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
Just like we need another slashdotter's disproportionate observation as id provided the tech, while Raven provided the fun/or lack of fun factor of the new game. It'd help your argument more if you would read up on who's actually putting their hand into the cookie jar of the new sequels.
you need a very decent upstream connection (sans throttling by overzealous ISP's - thats a whole different ballgame) to host a game in the way IW, and perhaps Carmack are suggesting... ie this is from the FAQ of Call Of Duty 2
to host a game (upload speed)
128kbps upload: 4 players
384kbps upload: 8 players
768kbps upload: 10 players
Id suggest that alot of people just dont have the upstream speed to cope with hosting a game... especially those of us in New Zealand, and Australia
RAGE, from what I understand, won't have anything like deathmatches; last I heard, it would have a two-player co-op mode, and some head-to-head racing. Dedicated servers may simply be overkill in that situation. I think this may be a big ado over nothing.
I run a Half Life 2: Deathmatch server. Looking at the Steam stats, only 2,100 people have played it today. If I look at my stats site, though, I can see over 3,100 people have passed through my server in the past month! Now either every single person that plays deathmatch has used my server, or the number of deathmatch players is a hell of a lot higher than daily peaks would suggest.
I will also say that without the community generated by having enthusiasts run their own servers, many people wouldn't bother to play the game.
A latent existence