Re: The killer

severestormsteve1 wrote:

Yeah. The online F P S mainstream games out there do not have one central server for everything. Giving something a central server does not preserve its charm, in fact it's just impractical.


To be fair that's not entirely true, I mean stuff like CS GO, TF2 have server lists but you can set those to auto refresh or could at least a while ago but I've not checked recently, with TF2), the CoD console type games, fun as they can be, use peer to peer matchmaking, which means, no central servers but if somebody is lagging....you're screwed.

Then again, I have run across the argument that a central server makes it easier to manage things but...I disagree. Also, one more thing. No central server means no costs, and the ability to always play and not have to worry about some company switching off the servers after a period of time (EA for example are famous for th is in the past with their games)

So, IMO, ether go peer to peer for MP, or make a server list you can either set to refresh every few moments, or give people the server files, let them host their own servers and deal with attracing people to those servers

@Danny's post up there:

Eh yes and no, personally I've seen sever lists for niche genres that have zero public servers with people on, and I've seen games fall off a cliff in terms of active players once the charm wears off. The trick, honestly, is to keep the charm going and effectively trick people into keeping playing until a new update then that whole new charm comes back, it's a cycle, some devs master it, some suck at it (Activision have gone from the former with COD4 to the latest COD and managed a spectacular decline for instance, or if you want the prototypical example of the past few years, No Man's Sky. Hyped to hell, charm wore off, player counts sunk without a trace and now th ose guys are working on the game player counts are ever so slowly recovering)

IMO I don't think FPSes really work for audiogames, that, or audiogamers just get tired of games quicker, or there's not that many audiogames that find the sweet spot between being good to play and still keeping the players involved and keeeping that charm going. Thing is, every game loses its charm but some survive longer than others.

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