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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.'"

18 of 162 comments (clear)

  1. Glad to see he's not charging forward by Martin+Blank · · Score: 3, Insightful

    But given the mess that has grown up around MW2, it should be pretty clear that the attempt to leave dedicated servers behind is not being taken well. The mechanism in use there seems destined to cause problems for users, and the fluidity available from dedicated servers can't be easily replaced by any system that has users hosting servers. It may be that hordes of virtual servers are the future of dedicated servers, but that's still a far better option than things like a five-second pause while the players' systems figure out who is taking over next.

    If there's anyone that I trust to come up with a workable technical solution, it's John Carmack, but that doesn't necessarily mean that it's a good idea.

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    1. Re:Glad to see he's not charging forward by Anonymous Coward · · Score: 5, Informative

      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.

    2. 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
  2. A remnant? by Shadow+of+Eternity · · Score: 3, Insightful

    I wouldn't call ~200,000 people a day between only three games from ONE COMPANY when the most populous of those three games averages ~80-90K a day peak users despite being about 5 years old a remnant of the early days of PC gaming. I'd call that proof of how important dedicated servers and proper mod support are.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    1. Re:A remnant? by VGPowerlord · · Score: 5, Informative

      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
    2. Re:A remnant? by hairyfeet · · Score: 4, Interesting

      I think it is just more proof that they are doing their best to kill the communities and mods so they can shove DLC down our throats. All my favorite games were made favorites NOT by the designers, but by the communities and mods that built up around them and gave me MORE for my money and extended my fun, not screwing me over so they can "maximize profit potential".

      No mods? No money from me. No dedicated servers? Again no money from me. If we PC gamers get together and make damned sure that any game that screws us over rots on the shelves, while buying up the ones that treat us right, maybe then we won't end up in x360 hell, which is what they seem to be pushing us towards. I don't want a damned 360, thanks ever so much!

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      ACs don't waste your time replying, your posts are never seen by me.
    3. 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.

    4. Re:A remnant? by lga · · Score: 3, Informative

      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.

  3. Simply about piracy by assemblerex · · Score: 3, Informative

    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.

    1. Re:Simply about piracy by Kaboom13 · · Score: 5, Informative

      Authentication and dedicated servers are not mutually exclusive, every game I can think of since Quake 3 (and probably earlier) has authenticated the player against a master server before letting them join. While possible to run hacked servers, it generally requires everyone involved to have the hacked client, and they have always been few in number and full of hackers and such to make a guaranteed shitty player experience. This is about selling DLC, plain and simple. I know that this decision is going to cost them my sale for MW2 and Rage. I bought the first Modern Warfare and loved it and was already sold on the second one when they announced this nonsense. They've lost my sale, and it will probably be blamed on piracy and used as an excuse to shove more drm and more DLC down our throats. Speaking of DLC, it has also cost Bioware a sale of Dragon Age, I was actually credit card in hand ready to buy it when I found out about the 3 or 4 different "editions" with different amounts of content, and even the most expensive one still doesn't get you all the content, theres more DLC to buy. It's ridiculous! Why buy and navigate the DLC maze they have created when I can pirate and have all the content and all the DLC and all the pre-oder "rewards" without jumping through hoops?

  4. 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.

  5. 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.

  6. Not everyone can host a game via p2p by Mistakill · · Score: 3, Informative

    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

  7. Re:Battlefield Heroes.. by Hadlock · · Score: 4, Interesting

    It's worth pointing out that the RAGE demo at QUAKECON was done on a 360 controller. That should be a pretty strong sign that this is a console port design decision, that will ultimately affect the PC port. Let's take a look at console games with PC ports that use the "no dedicated server" model!
     
    The downside to no dedicated servers is that you lose the community aspect, community organization becomes MUCH harder, and the game doesn't live on as long. See also: Left 4 Dead. Great concept, but almost impossible to get dedicated servers running for it. Or you can look at the recently released-for-PC game Borderlands - what a clusterfuck; the community eventually figured out what ports to unblock on their firewall, but even now people are having problems getting people to connect to their game/server. Incredibly frustrating, and I'm not really sure game/community mechanics have progressed far enough to allow the community/communities to grow up around the game that you want to push further away from dedicated servers. The one console game that I saw with a decent community setup was SOCOM 3 for the PS2; it had clans and messageboards, a messaging system and a somewhat steam-like buddy system/join buddy's game function.
     
    Case in point: Rage is a console game, with console server matching system. The fact that it's coming out for the PC means that it's simply going to be a piss-poor PC port of a console game, and last time I checked, PC-ports of console games were fucking terrible (see also: Borderlands).

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    moox. for a new generation.
  8. Dedicated Servers = Freedom by DirtyCanuck · · Score: 3, Insightful

    Dedicated servers are the shit.

    Remember when gamespy was quakespy? And there was Mplayer?

    I used to play q2 tournaments on Mplayer. But all the mods rolled on Quakespy/Gamespy. It gave people from such communities as the Action Quake/Quake 2 group some exposure.

    More recently a great example of such a contrast is the early release of Halo 2 and even the lack of multiplayer support in the Original Halo in the beginning.

    Before xbox live we had Xbox Connect which allowed me to play online before xbox live was mainstream. Furthermore it allowed for the playing of Halo 2, online, months before it came out.

    This includes modified versions of Halo and Halo 2 that would never be realized without dedicated servers.

    This culture is not even recognized by the noob gamers that started playing games online through a console portal.

    Definitely worth fighting for.

    1. 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.

  9. Doesn't really matter by Toonol · · Score: 3, Informative

    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.

  10. Quake's network code was written by John Cash by Terje+Mathisen · · Score: 4, Interesting

    Back in the original Doom days, John Cash and his friends who worked for Novell used to play deathmatch games on the corporate network in the evenings. When they discovered that the Doom network code was horrible, Cash sent Carmack an email pointing this out.

    Carmack responded by sending over the source code (which had been written for id by a contractor), asking Cash to fix it. Basically a 'put up or shut up' situation. :-)

    The result, after a few mostly sleepless nights was a totally rewritten network layer which got used by the later Doom versions.

    This experience made Cash figure out how a networked game should work, so over the next 2-3 years he did a presentation every year at Novell's Developer Conference (later called BrainShare), the title was something like "How to write networked games".

    Another year later, after Carmack had hired Mike Abrash to help with the low-level optimization of the sw 3D engine for Quake, they hired Cash to write the nextwork and AI code.

    After Quake 3 shipped, Cash left id for a more relaxed environment, moving to Blizzard who were working on this new massive multiplayer game at the time.

    Afaik John Cash is now the chief programmer for WOW.

    Terje

    PS. I've known Mike since about 1985 and I worked with John Cash for a year in 1991-92.

    --
    "almost all programming can be viewed as an exercise in caching"