Comment by cortesoft

Comment by cortesoft 2 days ago

0 replies

There are still plenty of games that use community hosted servers for multiplayer. I play some of them (Rust, for example).

First, cheating is absolutely still an issue in Rust. Sure, server admins can kick them out... once they have been discovered, verified by an admin, and kicked. The damage is usually done by then, and that is the best case scenario... often, the admins aren't available at that moment, because they are normal people who are not online all the time.

Plus, this means you have to search and find a good server to play on. That isn't always easy, and limits your ability to find a good game.

Second, lots of games I love to play don't make sense in the 'server hosted by a community member' model.

I love playing sports games... Madden, FIFA (now called FC), NBA2k, etc. The best way to play those games is often 1on1 against someone who is close to your skill level. It isn't fun to play against people way worse or way better than you.

The only way to do this in a way that lets me get a good game whenever I want to play is to have some sort of matchmaking system, that keeps track of how good i am and finds players who are about the same skill level. There is no way this would work on user hosted servers, and even if it did, why would a user hosted server be better at solving this problem than a company hosted one? You need a TON of players to be able to do good skill based matchmaking 24 hours a day.

I have been playing multiplayer online games for over 30 years. I started playing when I had to call my friend on the phone, tell him to tell his family not to answer the next call because it was my modem calling, and then hope to god my sister didn't pick up the phone during our game and break the connection. We had to develop a code to signal if I was actually trying to call him to talk about an issue; if I called and hung up immediately it meant I was voice calling and the next call he should answer with the phone.

I have played every iteration of multiplayer gaming. I played Warcraft II when you had to pay $20 to subscribe to Kali to use their virtual IPX service. I played local Counterstrike games at the college dorms on the local network (which was not even a switched network!) I run Minecraft servers for my kids on my local network. I have written multiplayer games for both peer-to-peer and server based multiplayer.

No, you can't recreate the modern convenience and pleasure of company provided matchmaking by going back to community hosted servers.