Dead Space was like that too. What i'd like to see is being able to run a server on a pc and linking to it from a console. There were a couple console games that ran as a dedicated server and it was great. I think it was one of the Tom Clancey.
warcraft 3 is peer to peer & people still play that. More then Quake 1, 2, 3, 4 & doom 1,2 ,3 combined. peer to peer's great in many circumstances but I don't see this being like peer to peer for doom, I see it more about being in control of the multiplayer.
It's also worth nothing that the extreme other end of the coin is server-client with Valve's system: everyone must use their service, both servers & clients. So it's just as bad.
Quote from: The Happy Friar on November 06, 2009, 06:16:35 PMwarcraft 3 is peer to peer & people still play that. More then Quake 1, 2, 3, 4 & doom 1,2 ,3 combined. peer to peer's great in many circumstances but I don't see this being like peer to peer for doom, I see it more about being in control of the multiplayer.I had a long conversation with the buddy of mine that send me this article. Diablo 3 came up in the conversation as it will also be a p2p connection. However Battle.net is not known for ever functioning reliably... EVER... so I feel that blizzard products can safely be the exception to this rule.(also StarCraft still has a HUGE following)The problems are 2 fold however. Part of the championing of mod support that id provided was due to the client/server architecture. Modders can set up their own servers any time to test and share their content. Communities that enjoy that content can easily connect to an already configured (with the most popular settings) mod. In P2P the leader of the game has to set this stuff on the fly. This adds a previously non-existent barrier of entry... Like was the case in Duke3d.The second problem is that if the p2p service relies on a the developer/publisher/3rd party affiliate then the life of the product is literally determined by it's creator and not the community. Quake was not made to last a decade and a half. It was made to sell and then replaced 2 years later. Nobody ever expected it to live on, and regardless of the fact that it did, it doesn't make them any more money. So no developer has any vested interest in supporting old products like that. Bungee is probably the most active studio as far as community interaction is concerned, and their famed vidmaster promo's do not target their older games. In fact in the past few jumped from halo 2, to halo 3, then straight to ODST. So currently shelflife of a game determines how much money the company can make. What we're flirting with now is the shelf-life determining how long you are allowed to play the game before it gets abandoned.Yes, games with p2p and matchmaking still thrive. Yes older games other than quake have thrived. Yes people EVENTUALLY updated netcode for things like duke3d so that you can play them easily in todays world. But the difference with id is that this goes against industry standards that this company all but invented. Even carmack used a version of quake 2 to make his wolfenstein port because of these very things. So we're looking at the end of an era with this. All while the UT3 SDK was just released to indy (non commercial) developers. A very telling coincidence if you ask me.