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The question still remains

by uberfoop @, Seattle-ish, Sunday, February 17, 2013, 14:49 (4084 days ago) @ tarehart

The big question on my mind is whether we'll be suffering under their traditional co-op networking model with input lag. They've released three games with that problem, and I worry they've somehow become insensitive to it.

Extremely unlikely. And I guarantee you they're not insensitive to it; they see the complaints. You don't built a game with online cooperative play as the central focus and then use low-bandwidth lockstep networking.

No, the whole "persistance" thing leads me to suspect we'll probably have some servers involved in game hosting and management. If that's what winds up happening, they'll be able to design the game around the upstream bandwidth of their servers rather than any random guy. And then we can start talking about asynchronous networking and moving more things client-side.


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