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Post by Dan @ 05:35pm 28/03/14 | 4 Comments
A lot of technical discussion on videogames centres around content and aesthetics -- the visual fidelity of the cinematics, the fluidity of animations, polycounts, framerates, narratives, character development, etc, etc. But despite being a vital part of any online multiplayer game, networking architecture doesn't tend to get much air time.

Most of you have probably spent countless hours playing online multiplayer games, but how much do you know about how it all works?

In this series of articles we'll explore the nuances and merits of the different techniques game developers use to bring us together in their online worlds, and consider which methods and aspects are ultimately in the best interest of videogame consumers. Read on for Part 1 - What is a dedicated server?



dedicated serversausgamersgame server fervor





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Whoop
Posted 06:16pm 28/3/14
with the intention of considering what is ultimately in the videogame consumer's best interest.
Bull. S***. The only interest they have is "how can we turn off the service in a year and force them onto a new game, thus making us more money". They don't give a toss how good or bad our experience is.
Rdizz
Posted 07:19pm 28/3/14
Bull. S***. The only interest they have is "how can we turn off the service in a year and force them onto a new game, thus making us more money". They don't give a toss how good or bad our experience is.


Yeah +1 this straight up. There is no denying this.
Jeffro
Posted 07:25pm 28/3/14
I know I am enjoying playing on servers that don't lag for once. Multiplayer takes more of my time then single player. Aussies have had a raw deal for years as far as networking goes. Still got along way to go before we have the same experience of more developed countries though.
Dan
Posted 12:05am 29/3/14
Errr whoop: I was referrering to the articles exploring what aspects of server tech are in the consumer's best interest. Far from suggesting that goal is shared by games publishers. Reworded it a little if that helps.
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