- Recon Number 54
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Well, here we are. I guess that it was destined to come to this.
Posted by: Elem3nt 117
Posted by: Recon Number 54
Wait, network architecture debates when no one even knows the genre?
It's like planning your wedding details and the names of your children before you've even met your fiancee.
It's all hypothetical. It's hard basing it on what little we know of the game. It has multiplayer (unless they are hiring multiplayer engeers/designers for lulz) so based on whatever they make next, it's good for the community to make shout-outs based on their wants/needs for a stable multiplayer network.
But dedicated servers are seen as the "silver bullet" for latency in games where millisecond/kilosecond inconsistencies can result in less than optimal gaming outcomes. FPS's on the Internet are one example.
No amount of dedicated servers are capable of making the Internet a better network or changing the latency differences/issues between two clients oceans apart.
But without knowing the genre, the game style, and what form (if any) online muliplayer is going to take, this sort of discussion is a stack of hypotheticals on top of hypotheticals and wishlisting.
Even then, the devs and the engineers CLEARLY know of the choice between P2P and server/clients, they know about the benefits/drawbacks of each, and they know their game... so I don't even see a reason for discussion. It's like telling an automaker to make sure that "that new car you're designing has big rims and a good stereo!"