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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.'"

5 of 162 comments (clear)

  1. Re:This is a bonus by Anonymous Coward · · Score: 5, Insightful

    I'd rather deal with the occasional cheater than suddenly lose multiplayer because the publisher decided the servers were no longer financially viable. This is really about making games disposable, which, for me at least, negates any inherent value received at purchase.

  2. Decentralized gaming IS the ancient remnant by Asmor · · Score: 4, Insightful

    Anyone remember the days before dedicated gaming and reliable, integrated server browsers? Remember not too long ago when Gamespy was just being started and provided the revolutionary service or helping people connect to servers, but had to be run outside the game and started the game?

    Think back even further. Remember trying to set up peer to peer games? Yeah, I'd almost forgotten about it to.

    That is until Borderlands came out. This game is a wretched reminder of the 'bad old days'. I spent hours scouring forums and search engines, fiddling with my router, and trying to set it up so that I could host a game for my friend. No dice. Even setting my computer as the DMZ host didn't help. The only way myself and another friend were able to play was through a third friend who didn't have any issues.

    Meanwhile, games like UT3 and TF2 work like a charm. Not to mention it's frankly a really cool social experience of having a server you frequent and getting to know the other people who frequent it rather than only ever getting to see the friends you've already got or a continuous parade of people you play with once and then never see again.

    With all due respect to a man who is, frankly, one of the forefathers of modern gaming, saying that dedicated servers are an artifact of the past is just a blatantly stupid assertion to make. He should stick to coding and leave the design to someone who has some idea of what gamers want.

  3. Re:Dedicated Servers = Freedom by Anonymous Coward · · Score: 5, Insightful

    Yep. The scenario you mentioned is the same one that went through my mind: a couple of generations of gamers goes by and suddenly no one even notices that you have to play on their servers because that's the "standard." Then it'll be you have to pay to play on those servers because bandwith is too costly, or storage or some crap. It's all bollocks, and it's setup to move the industry into a position to capitalize on the only portions where it's not making any money.

  4. Re:A remnant? by Anonymous Coward · · Score: 5, Insightful

    They don't want people like you as customers. They want people that toss a game after one month and go buy the next big shit. They want to limit a game's life span by being able to shut of things like multiplayer. They're not making money when you are playing something you already paid for.

  5. Re:Glad to see he's not charging forward by donscarletti · · Score: 4, Insightful

    Is the networking/interconnection system part of the engine, and if not, would the former be part of Carmack's responsibilities, too?

    Yes, it is. Most major game engine packages, including IDTech contain a networking layer. In fact, John Carmack was the guy who pretty much pioneered the client-server model for graphical games back when he made Quake.

    However I've never had a major problem with his game's network layers. The issue is only that the game itself (content and gameplay wise) has been fairly bland for the last few iterations. If what the grandparent post is saying is correct, John Carmack is only responsible for the technical side, (including rendering and networking) and not the game experience itself. However, if "Masters of Doom" is correct, that is simply not the case as that book attributes most of the decisions as to the focus on recent games to John Carmack. It argues that it is the direct consequence of his conservative policy in game design that lead to Quake2, Quake3 and Doom3 being how they are, for better or worse.

    The grandparent is claiming that John Carmack's technical record is unblemished and if he says P2P hosting is the way of the future then he should be given the benefit of the doubt and not questioned until he either recants, delivers a bad implementation or proves not to be able to implement this system in reasonable time. Even if he is responsible for the boring combat of Doom3, that suggests nothing about his ability to write game networking layers. I wrote a lot of the network system of a commercial game engine. My personal reaction towards this statement is to acknowledge that past history suggests that he will be able to deliver something very good and there is nobody who can really call him wrong until they have tested his implementation. I however, have not abandoned the client-server model and neither should anyone simply on the words of John D Carmack without thinking exactly about the priorities and requirements of their game.

    --
    When Argumentum ad Hominem falls short, try Argumentum ad Matrem