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> There is no technological reason this is the case Of course there is. Many modern multiplayer games are unfeasible without dedicated servers, and many games
by golergka 3y ago
> There is no technological reason this is the case
Of course there is. Many modern multiplayer games are unfeasible without dedicated servers, and many games are multiplayer by default as a design and production choice. Making a game that is designed for multiplayer first and foremost also able to run on a player's computer is not always a trivial task.
I was a lead at an open-world game that was supposed to run without dedicated servers on players PCs, and it was a very FUN task to actually get it there. Changing it to run on dedicated servers from the very beginning would save a LOT of production costs and time, I honestly wish this was the case.
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As an update, I'll just copy my other comment from elsewhere in this thread:
OK, here are 6 different git repositories that our different systems were built with, without custom scripts and setup that our devops team have built over 8 years of operation. And it also requires an Oracle license to run. Good luck figuring it all out!
P.S.: We forgot a couple of third-party libraries in there, so we'll be hit by a bunch of lawsuits because our private licenses for these libraries absolutely did not cover open-sourcing them for the whole world.
- mrkeen 3y agoEvery multiplayer game used to include the server software as part of it. I put the "multiplayer first and foremost" date in 1999 with Quake 3.
- golergka 3y agoEverquest was released in 1999 too. Modern multiplayer games are much closer to MMOs than to session-based games on local servers for small groups without any meta-gameplay.
- _dain_ 3y agoOnce upon a time, "dedicated server" was understood to mean something players hosted themselves. it's like everyone has been lobotomized by cloud computing and SaaS. you know people can run stuff on their own computers, right? or rent their own VPS?