VideoGamer: "With the likes of GTA 5, SimCity and Final Fantasy XIV all struggling during the launch of their online offerings, will next-gen consoles ensure that failing servers are a thing of the past?"
The GTA 5 Agent Trevor DLC episode could have been a real treat for fans on PlayStation and Xbox, before it was scrubbed sometime before 2017.
With the amount of money they generated, I just don’t understand the scrubbing of this. It would’ve been fantastic for fans.
I really want to know who drove the decision to focus on multiplayer was it Rockstar or take two.
Because when online started taking off many of the studio leads began having falling outs and leading including a founder
One of the reason I believe once gta 6 release, most of us thoroughly play it, enjoy the world they crafted then after that no offline support, no dlc at all
Final Fantasy XIV fans can now properly benchmark their PCs and check out some of what's coming to their game this summer.
Richard writes: Final Fantasy XIV Online on Xbox is built for newcomers.
I don't see how next gen consoles have anything to do with online launch problems.
What does next gen have to do with launch problems?
Big games, like MMO's always have some problems. Some more serious than others i.e. GTA V which was pretty bad (not an mmo granted). it's just teething problems to get the servers right.
Urm it shouldn't happen this generation. The problem is a lot of people are willing to give certain games free passes for something that shouldn't happen at all (we vote with our wallets). Online or not no game should release broken.
So in conclusion it will not
Wibley-wobbley server stuff... has nothing to do with consoles... Setting up the games to sync and edit the database in a meaningful way is the key...but hardware really doesn't factor in on the client side.
It is all about the server efficiently managing connections and being able to keep up with all the changes being sent by the clients. In more advanced games (which I assume is most AAA games) the server also needs the power to handle server sided processing.
I have setup a game I am making to run on a server without server sided processing... so the multiplayer is strictly player to player as the AI and damage calculations run client side so there is no way to sync the two clients. Imagine Demon's Souls without the ability to see the other player's NPCs/Enemies.
Servers for gaming aren't easy to setup and it takes some mass scale stress testing to see if it can handle the load. The bandwidth, the processing, the connections... so many factors...
No because it's not a hardware issue...