- last post: 01.01.0001 12:00 AM PDT
I’m really pleased that we were able to really get a true client/server networking architecture written that knows how to deal with latency and bandwidth. We’re tuning that core system to improve the experience now that we’re seeing how it works in “the real world”.
I wished coop could’ve been re-written for network play before launch. The cooperative model on the Xbox was designed to support split-screen, but not system link modes (like the competitive multiplayer modes in Halo do) – as a result, adding networked coop to Halo for Windows would have taken far more coding and architecture reworking, significantly pushing out the launch of the game.
I know this is about halo PC but hey if they can do it on PC they can do it on Xbox. I remember reading another interview about Halo Xbox though that said the same thing. They would have liked to do it but they wanted to launch it when Xbox launched and they just didn't have the time.