Not Enough Online Console Games? 97
Thanks to GameSpot for their 'GameSpotting' editorial discussing the relative lack of certain online console games. The author focuses on "the fighting genre [as] the most blatant example" of this dearth, with only Capcom Vs. Snk 2 EO for Xbox currently playable online. He also mentions the PS2 as lacking depth of online titles, claiming "A steady flow of online PS2 games would have been nice. But the last one released was... wait for it... Chessmaster." Were you also expecting to be "seeing almost every game coming out with some kind of online support" by now, or are current online titles enough for you?
And how do you have a fighting game online? (Score:4, Insightful)
Racing games could probably deal with more lag, but after 150 ms probably not since when you get cars close together you need the fast reflexes again.
Strangely, chessmaster may just be the best console game you can have online for now
Re:And how do you have a fighting game online? (Score:4, Informative)
Re:And how do you have a fighting game online? (Score:5, Interesting)
The thing with twitch games is that there's almost no predictability for when a player will trigger a move, but there's full predictability of motion once the moves are triggered. A well-designed animation system should be able to take advantage of that to make up for late triggers. For example, a non-networked game may be designed to know the outcome of any given pair of player moves as soon as the button is pressed. Design it instead to resolve the move-pair based on late input and you're halfway there. The main artifact of latency, then, is that moves may seem to start late (as late as the late-ncy), but their ends and their results are still synchronized and well-behaved.
Just some thoughts.
Re:And how do you have a fighting game online? (Score:3, Insightful)
I'm no expert... hope to become one someday... but I've worked on a console fighting game (Celebrity Deathmatch which should be available in two weeks... it's always two weeks away ;P ) && I am a fighting-game afficionado.
I disagree with you. Animation systems are not the heart of the problem when developing online twitch games. It may seem like a good answer to cut animation duration in the name of synchronization but this is infuriating to experience. You grow accustomed to precisely how lon
Re:And how do you have a fighting game online? (Score:1)
The biggest problem with the animation-time-sync approach is when the other player gets the jump on you halfway into a quick motion before you can react. From your point of view, your animation would play normally. So it's an issue, but not the one you're apparently concerne
Re:And how do you have a fighting game online? (Score:5, Insightful)
I think you're overestimating gamer reflexes just a bit. If you're reacting to things displayed on screen in less than 50 ms then you're probably a computer yourself. Don't forget, too, that with broadband connections pings of less than 100 ms between two computers are not at all uncommon. Not to mention the fact that in a fighting game, the two consoles are ONLY communicating with each other - unlike an FPS where a lot more connections may have to be maintained.
In short, I'm afraid you're just plain mistaken. Smart programming and broadband internet connections can easily make online fighting games not only playable but fun.
Re:And how do you have a fighting game online? (Score:3, Insightful)
About 6 years ago or so I was writing a Pacman game that was based off a timer going off 10 times per second. I checked the keyboard status every time the timer went off. I found out that that approach would miss about 50% of all keystrokes. I had to modify the code to track keypresses via interrupts, and keep track of keys that were pressed and released between frames.
FPS's can get away with it be
Re:And how do you have a fighting game online? (Score:1)
Re:And how do you have a fighting game online? (Score:3, Informative)
Having played just about every fighting game online that has been available, I can tell you that the lag isn't always an issue. I played MK2 and SF2 on XBand for the SNES (which was a 28.8 modem IIRC) and the lag wasn't too bad. Capcom vs SNK2 on Xbox does feel like it has lag problems at
Re:And how do you have a fighting game online? (Score:1)
Radix37 said:
Do this:
1. Find a stopwatch with top-mounted buttons that resemble a controller.
2. Press the start/stop button twice as fast as you can. Most game players' very fastest mechanical ability is 4/100 (40ms) with a mean of about 7/100. (I conducted an experiment for the science fair
No joke. (Score:1)
Maybe this guy wrote the article months ago
Re:The latest PS2 online game...? (Score:2)
Yeah.. (Score:4, Insightful)
Fun, important part of gaming? Yes. The future of gaming? No.
Re:Yeah.. (Score:2, Funny)
It maybe some day, we just not ready as of now.
er...Guys (Score:1)
The thing is internet connections to this very day (to use a non technical term) "suck" but expect this situation to change dramatically in the near future
Gaming alone is not as fun as playing with someone else, no matter what the genere is, social interaction in a game (for good or bad) adds an element that AI simply just cant.
with new technology (for PC and console
Re:er...Guys (Score:1)
Re:Yeah.. (Score:1)
This is because XBL titles aren't any more impressive (in terms of number of must have titles) than PS2 Online titles. Top that off with a subscription cost, and you'll have s
This isn't the Generation for Online Games (Score:4, Interesting)
Only 9% of Internet traffic is due to Online gaming, that includes Console and Computers and out of that 9% only 8% is Console games the other 92% is Computer.
So You only have a really small group of people who want online games that make allot of noise about it.
MS Loses 100s of Millions of dollars on Xbox Line each quarter. Online gaming makes 0 money back. And out of all the Xbox owners out there only 10% actually have Xbox Live. Kind of sad when you think about it, especially when this is suppose to be your selling feature.
Online games just isn't a money makeing factor in this generation, maybe next gen when more users have Cable or better.
oh and just another tidbit to toss in less the 24% of people online actually have cable or better. So 76% has AOL, Earthlink, NetZero, MSN or any other 56K phone-line provider.
Re:This isn't the Generation for Online Games (Score:1)
Re:This isn't the Generation for Online Games (Score:1)
But you are right you'll probly get users who will take advantage of the 2 months free just to play Halo 2 and then drop it once they start charging you.
the problem with Online gaming is people want in but they don't want to pay for it.
Re:This isn't the Generation for Online Games (Score:1)
Re:This isn't the Generation for Online Games (Score:2)
All GameCube disc images and homebrew development are thanks to Phantasy Star Online.
Re:This isn't the Generation for Online Games (Score:4, Informative)
2. Online gaming makes "0 back" for Sierra/Valve/Id (before Steam, anyway) too. Should they have dropped online support?
3. You ARE aware that Sony has online console gaming, too, right (and are, in fact, stepping up their online plans)? Or is this just another opportunity to bash Microsoft and the Xbox for being stupid?
As for your overall point, that "This isn't the Generation for Online Games," I would only say this: I play online console games and I enjoy them quite a bit. Many others do, too. I say if Microsoft and Sony are going to provide the option, why not take advantage of it? I couldn't really care less what kind of profit is in online play for the console manufacturers and software developers. If it's that horrible for them, they won't provide the capability. While they do provide it, however, I'll just keep on using it.
Re:This isn't the Generation for Online Games (Score:1)
At least 56% of Slashdotters pull arbitrary statistics out of their asses in order to make a point.
Only 30% of Slashdotters are emotionally involved enough in the argument to actually check someone else's figures.
15% of the time I realize that you were right [instat.com] halfway through my argument, and I feel stupid.
100% of the time I admit it when I'm being a stupid monkey.
85% of Slashdotters will at some point or another read Slashdot while not wearing pants.
Re:This isn't the Generation for Online Games (Score:1)
Re:This isn't the Generation for Online Games (Score:1)
9% of internet traffic is due to online gaming:
ok, is this because the average game uses 5-10kb/sec UDP data without a constant stream? Windows Update runs at 500KB/sec on a good day on my computer, and can keep a pretty constant stream for 20 minutes or so if I just reinstalled the OS. If I watch the latest video trailer I'm going to get a stream at (hopefully) a pretty high data rate, too. If I'm downloading a patch for my online game I'm going
Re:This isn't the Generation for Online Games (Score:1)
Re:This isn't the Generation for Online Games (Score:1)
fps&rts (Score:2, Insightful)
I guess these are some reasons why online console gaming isn't that popular.
just my $0.02
Re:fps&rts (Score:2)
I guess these are some reasons why online console gaming isn't that popular.
Those games are the most popular online games because they are the type of games that play well on PC's. Fighting and sports games don't control well with keyboard and mouse, so you won't find many of them on PC (yes, some exist,
Re:fps&rts (Score:1)
Have you ever heard of a little game called Halo? One of the best FPS ever and on a console. Plus, Halo online rocks even though it was never meant to be played online and has no hit prediction or anything.
Re:fps&rts (Score:1)
And Chessmaster? What about Navy Seals: SOCOM, or Tony Hawk? That's not even talking about sports games. It's either Madden or EA's NCAA game that my little brother plays nonstop.
Not that it would ever stop ME from whoopin' his ass.
And I may be alone here, but I really don't think that controls are much of a problem for most games. Maybe if you're talking that Tom Clancy games where you need two keyboards and
FPS on Xbox Live (Score:1)
Chessmaster? (Score:2, Informative)
Re:Chessmaster? (Score:1)
Re:Chessmaster? (Score:1)
Also, I wouldn't be surprised if eventually EA wants to allow play between different consoles (GC and PS2) online.
Re:Chessmaster? (Score:1)
Personally, I think it will be a failed venture. One thing I've seen on the internet (actually in life) is why pay, when you can get it for free? So, unless it blows the shit outta the other titles, I don't see it being used much except for the die hard fans, and I still wonder...
Plus if the gamespy tunnel thing can be made for halo, how hard would it be to do that for a sports game? Oh boy, more lawsuits!!
Re:Chessmaster? (Score:2)
I'd say good on the Sega Sports ESPN....but FEVER? Please don't tell me you also picked up Microsoft's shitty first party baseball game just because it had online play as well (and it's the only feature in th
Re:Chessmaster? (Score:1)
did buy and love (Score:1)
Re:did buy and love (Score:2)
... Well said.
I obtained let's say, and loved... (Score:1)
Maybe not everyone *wants* online games? (Score:3, Funny)
Ahh... online gaming, how I've tried to love ye. Really tried. But you're just not doing it for me. It's not like I don't want to, I mean, those bigger boys said you would, you know, show me a good time. The sorry fact is, on the occasions when I have taken the plunge, and invited you to woo me, I've come away disappointed and flacid. No matter how hard I pump my enthusiasm gland, the most I can muster is a tiny dribble of interest from my curiosity duct. Meanwhile, my apathy anus is working overtime, pumping out a stream of rancid fumes, accompanied by an undulating, organic hiss.
Amen.
I love online games (Score:4, Insightful)
Apparently Mario Kart will be online enabled and if it gets good reviews then maybe I'll buy a GC just for it. Playing Mario Kart online will be great.
Re:I love online games (Score:1)
Re:I love online games (Score:1)
(Incidentally, the headset as it comes out of the box will plug and play nicely with your computer too, as I found out one night by experimenting.)
One big problem with VOIP console games is that they absolutely require broadband to play. It says so on the box, too. A player's voic
Re:I love online games (Score:1)
X-Band: Where'd You Go? (Score:2)
Unfortunately, X-Band didn't get enough c
I'm still waiting for upgraded tech... (Score:2, Funny)
Now *that* would be some real "Running Man"-level entertainment!
Do we *need* online games? (Score:4, Informative)
And there are other reasons too that consoles are better without being online. Granted this comic [keenspace.com] talks about arcade games, but the concept is the same with console games too. If your opponent is being an ass, you can always hit them since they're most likely right next to you. A lot of the k1dd13z online are just a pain to deal with, and they do nothing but ruin the fun.
How to make fighting games work online. (Score:4, Insightful)
Take an old game like Mortal Kombat 2,add a few characters to it, some new moves and fatalities and re-release it as an online game. Since it's older it should have less data you have to push over the network in order to play, plus people know how to play already and will want to play again for the new features and to play other people.
On top of that, announce an online tournament with $10,000 in prizes to be held 1 year after the release of the game. You will probably hook everyone who played the game before plus some new players.
This would work even better for capcom. I would bet if capcom re-released their old games in online form they would get more sales than they did from capcom vs SNK EO. For capcom, they could release a collection of fighting games on one disk. "Capcom Olympics" or something like that. Put Super Street Fighter 2 Turbo (for the really old school players), Street Fighter Alpha (the most popular tournament SF game), Marvel Super Heros (The most well balanced capcom fighting game), X-Men vs Streetfighter (for the scrubs) on there. Hell, even throw in puzzle fighter (for the chicks). Hold a tournament for each game, and keep track of the overall score of the players.
tried and true gameplay + online features = money
Re:How to make fighting games work online. (Score:2)
Or, don't condescend them, and watch as they kick your ass.
Re:How to make fighting games work online. (Score:1)
Re:How to make fighting games work online. (Score:2)
Not the graphical data, but you still have to keep track of certain things to make sure the clients are in sync and not cheating.
Re:How to make fighting games work online. (Score:1)
Let's just say we want to compare Soul Caliber II to MK2. The same type of data must be sent - character position, client actions and received - damage. If I move Johnny Cage forward 2 units and I move Link forward 2 units, the data sent is going to be the same. (Vastly oversimplifying things here b
Re:How to make fighting games work online. (Score:2)
I see your point. I can't use Soul Caliber II as an example because I haven't played it much (I don't like the SC games). Take MK5 and MK2. You have to send send a lot more t
Re:How to make fighting games work online. (Score:1)
Health: A percentage. 0-100 can be stored in 7 bits.
Combo Meter: A number less than 100, 7 bits.
Positions of Weapons: X,Y,Z coordinates assuming a 1000 x 1000 x 1000 plane, 30 bits. So we've got a very low number of bits. Basically the reason for lag in an online fighting game isn't the amount of data being sent but the overall speed of the pipe.
Re:How to make fighting games work online. (Score:2)
Unfortunately, this isn't really true. The fact is that, if placed online, Mortal Kombat: Deadly Alliance (new) and Mortal Kombat 2 (old) could be tuned to send almost exactly the same data over an internet connection. Even the addition of 3D to the former doesn't change the band
Re:How to make fighting games work online. (Score:2)
Re:How to make fighting games work online. (Score:2)
Re:How to make fighting games work online. (Score:2)
Yes but lag isn't as noticable in EQ as it is in a fighting game. If you lag for a split second in EQ you might not notice, while every second in a fast twitch figh
Re:How to make fighting games work online. (Score:1)
Don't you think War Machine is a little bit broken...?
Re:How to make fighting games work online. (Score:1)
War Machine wasn't in Marvel Super Heros. You are thinking of one of the later VS. games. The closest thing to war machine is Iron Man. Iron Man's projectile trap is tough but it's beatable. His Super moves and move of his specials have long recovery times. I wouldn't say he is the best character in the game, or head and shoulders above everyone else.
Halo2 (Score:1)
Re:Halo2 (Score:1)
X-Box live would constantly be out of stock, and it probably woulda helped sell most X-Boxes. I know a few people who are waiting for Halo2 to get a Box, just so they can play the online part.
Ahh well.
Re:Halo2 (Score:2)
Re:Halo2 (Score:1)
Understandable then. Oh well, here to waiting.
Nintendo has it right (Score:1)
Bah, who needs online gaming? (Score:3, Interesting)
I've never really been very impressed with online gaming. Unless you can actually interact with the person you're playing against, they might as well just be a computer controller opponent. And stupid add-ons like the Dreamcast microphone for Alien Front Online doesn't cut it (trust me, I have it, and it was never any good). I'm certainly not going to pay $10 a month to play against against some nerd who plays the game 25 hours a day.
The only way any console is going to succeed with online support is if the system comes with the hardware you need. PC's generally come with what they need (or you got it anyways because you wanted the internet), and online gaming seems pretty successful for computer. The Dreamcast came with a modem, and there were quite a few games that supported it (although some of the support was a little odd, like downloading ghost cars in racing games, or downloading "fighting data" in Street Fighter Alpha 3). If Sony and Microsoft want their new hardware to have big online followings, they have to include this stuff with the system, because 80% of the owners are casual and probably won't bother to buy any goofy accessories.
Re: (Score:2)
They did. (Score:2)
Because Microsoft includes everything you need -- out of the box -- to get online and do cool things. The only part they leave off is the actual service you pay for called Xbox Live!
Your post is about as well informed as this entire story (where the originator apparently has never heard of the DOA Online that's coming out).
Re:Is this guy kidding? (Score:1)
What are you talking about? (Score:1)
Re:What are you talking about? (Score:1)
AzraelKans wrote:
That's a good point. Another point along those lines -- most of us who game with PCs can rationalize that we want broadband so we can have always-on e-mail, reliable file transfers, and speedy access to Windows security updates.
I think it would be pretty hard for most casual gamers to rationalize paying for broadband JUST for online console gaming at this point.
Re:What are you talking about? (Score:2)
Really? Microsoft's been proudly proclaiming ~500k subscribers since, hrm, March or so. It's September, and the number hasn't substantially grown since they first announced ~500k subscribers worldwide.
So, where is this growth you speak of? The facts don't seem to show it.
Thursdae
Re:What are you talking about? (Score:1)
Midway (Score:2, Interesting)
Xbox is the current best choice (Score:1)
Re:Xbox is the current best choice (Score:1)
It's faster than the PC games were... (Score:2)
But I digress. Because the internet is already hear for consoles to use they will get more online quicker, but a developer has to choose between peer-to-peer games and a central server. Nowadays, it's almost mandatory to have a central stats/meeting place server, which requires a whole design of it's own. This involves development, deployment, and maintenance. As mo
I just can't believe... (Score:1)
IIRC, they had quite a few fighting games, and due to poor availability of the Broadband Adapter, most people were on 56k, at least for a while. I never really had the chance to play them, but how did they do?
There was also a little game called "Phantasy Star Online" (which I also can't believe hasn't been mentioned yet.) In Japan, it was the top online game in 2001, even compared to PC games such as Diablo 2 an
Re:I just can't believe... (Score:1)
No way to win (Score:1)