Quake Wars Multiplayer: Console vs. PC
by Chris Faylor, Apr 02, 2007 11:58am PDTNestled within our extensive coverage of Splash Damage's forthcoming Enemy Territory: Quake Wars, executive producer Kevin Cloud reveals exactly why the upcoming console editions only support 16 players at a given time, compared to the 24 players of the PC version. He explained that the bandwidth concerns with the peer-to-peer model popular in online console gaming and the prohibitive cost of dedicated servers raised latency issues for anything beyond 16 players. "Gameplay is still fun in eight versus eight," Cloud assured us, "because of the focused objectives." He also cited the impact of tying assets to individuals and classes instead of making weapons and abilities available to the entire the team as a factor that sets Enemy Territory: Quake Wars apart from other console offerings. Thus far, Microsoft's Xbox Live has made heavier use of the peer-to-peer model for hosting online matches. This approach has drawn complaints from the gaming community, most recently from players of Epic's Gears of War, who complain that the hosting player has an unfair advantage with certain weapons. That said, Xbox Live does in fact support dedicated servers, as seen in Ubisoft Montreal's Tom Clancy's Rainbow Six Vegas. Meanwhile, PlayStation 3 games such as Insomniac's Resistance: Fall of Man employ dedicated servers to deliver a higher player count with less latency issues compared to Xbox Live. Furthermore, some upcoming games--for example, Incognito Entertainment's Warhawk--will allow users to host their own dedicated servers. On the topic of release dates, Cloud would only reveal that a simultaneous release of the PC and console editions is not planned at this time. The PC iteration is slated to ship "when it's done" sometime this year, with the other versions to follow.
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Comments
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does this mean it's the devs fault for not hosting some?
peer to peer has been known to suck for about a decade now, it'd be nice if a pay-to-play service would afford you at least PC-level quality of play for multiplay matches.
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It just seems we've been stuck around the 16/32 player count for years. Was hoping that would increase as time went on.
Still, much love to Quake Wars.
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-inferior control scheme
-released months after the pc version
and now:
-inferior player count and no dedicated server functionality
This is one title that really is superior on the PC, regardless of which platform you favour.
One more thing I won't have to play on my increasingly underperforming PC.
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didnt dreamcast quake do this? i think thats the onlyone to ever do it. it would really unify gaming, i think.
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Incognito Entertainment's Warhawk--will allow users to host their own dedicated servers.
If the PS3 allows users to host dedicated servers, why lower the ps3 version to 16? Just to simplify console port development?
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Xbox does have their Live, but it's sad the shtick of playing a computer game kept so many away for so long. Now these users are playing on consoles because they're 'cooler' I'm fucking serious. :P
Do the world a favor, show a consoler the beauty of online PC gaming!
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This is also why PC gamers will always bitch about "shitty netcode" for the first 2 weeks after a popular title launches, and then stop complaining sometime shortly after that. Most of the early servers are just some random guy hosting a listen server off his cable.
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I'm sure MS could take some of the subscription fee and hook up a load of servers to their datacentres for popular games to get a few 32 players games. But from what Ive heard, resistance is pretty laggy online.
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