Show Posts

* Messages | Topics | Attachments

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WarpRattler

Pages: 1 ... 8 9 10 11 12 [13] 14 15 16 17 18 ... 418
181
Forum Games / Re: The Add-One-Word Story Returns
« on: July 19, 2013, 03:06:38 PM »
too

182
Forum Games / Re: The Add-One-Word Story Returns
« on: July 19, 2013, 01:29:13 PM »
, thanked

183
Forum Games / Re: The Add-One-Word Story Returns
« on: July 18, 2013, 04:34:05 PM »
Gang!"

184
Video Game Chat / Re: Skullgirls General
« on: July 10, 2013, 07:00:04 PM »
You think these guys can afford "PR people"?

185
Video Game Chat / Re: Skullgirls General
« on: July 10, 2013, 06:39:46 PM »
Except that Lab Zero and ZONE have maintained for some time that his hiring had nothing to do with the porn stuff.

186
Forum Games / Re: The Add-One-Word Story Returns
« on: July 06, 2013, 03:37:43 PM »
online

187
Video Game Chat / Re: Skullgirls General
« on: July 05, 2013, 02:00:38 AM »

188
Video Game Chat / Re: Skullgirls General
« on: July 04, 2013, 07:04:35 PM »
PC beta's out. I tried it, but my laptop's just a tad too weak for it, so I get slowdown, and I'm out of town visiting relatives, so I can't test properly on my desktop.

189
Forum Games / Re: The Add-One-Word Story Returns
« on: July 02, 2013, 05:15:20 AM »
Whizzard.

190
General Chat / Re: Your Favorite Youtube Videos
« on: July 01, 2013, 04:45:58 PM »
<a href="https://www.youtube.com/watch?v=S1l5UFVPkgg" target="_blank">https://www.youtube.com/watch?v=S1l5UFVPkgg</a>.

191
Mario Chat / Re: Mario Games Offline... Again.
« on: June 17, 2013, 07:49:20 PM »
The big thing about Brawl's crappy online play is, fighting game netcode needs to be perfect, or online play is going to suffer immensely for the most common use cases*.

Look at Street Fighter IV, which is "playable" online*, but is generally much laggier than Super Street Fighter II Turbo HD Remix and other games that use GGPO, even on "good" connections.

Look at The King of Fighters XIII, which is more or less unplayable online* due to SNK Playmore's decision to attempt in-house netcode on a relatively low budget, instead of spending that money on something sensible like a GGPO license.

Look at Marvel vs. Capcom 3, where instead of taking the extra time to design better netcode or spending the money to license GGPO, the devs included a lag simulation option in the game's training mode, effectively admitting that their game sucks online*.

Look at DarkStalkers Resurrection, where the guys at Iron Galaxy not only used GGPO, but optimized its use to a much greater degree than most devs who license the library; as a result, Vampire Hunter and Vampire Savior have God-tier netplay.

Platformers are in very much the same boat, but unlike fighting games, we don't exactly have good platformer-friendly netcode libraries, which is why so many platformers, both eastern and western, simply don't offer online play (or heavily downplay its existence) even when they do have multiplayer modes, rather than offering online play with half-assed netcode a la Brawl, or delaying until the netcode isn't butt.

A lot of popular competitive genres, including first-person shooters, racing games, MOBAs, and real-time strategy games, tend to have far more room for latency than fighting games or platformers; as an example, StarCraft is playable online on far worse connections (including satellite) than something like BlazBlue can handle. (There's also more room to cut corners in lieu of proper solutions to real network problems; the existence of lag-switching as a Thing That Actually Works is a good example of what said corner-cutting can lead to in practice.)

Also, "what if a player drops out and there are now fewer players than the level design was intended for?" is a wholly legitimate concern for a lot of cooperative multiplayer games. Imagine trying to solo the co-op tower in Catherine or the co-op campaign in BattleBlock Theater. You can't just have an AI take over for puzzle-solving or hidden item collection like you can for shooting in, say, Left 4 Dead, so having the computer take over for the dropped player isn't a good option, and "boot everyone out of the game if someone drops" is not fun.

*Outside of Japan. It's a lot easier to design netcode for a tiny island nation with good Internet than for somewhere huge with generally-crappy Internet, so that's what these companies do; as a result, netplay in these games tends to be completely viable in Japan, and less than good everywhere else.

192
Video Game Chat / Re: Super Smash Bros. 4 Wii U and 3DS
« on: June 16, 2013, 05:08:18 PM »
I don't italicize abbreviations.

193
Forum Games / Re: What's on your Paste?
« on: June 14, 2013, 11:07:00 PM »

194
Forum Games / Re: What's on your Paste?
« on: June 14, 2013, 01:02:21 AM »

195
Video Game Chat / Re: Wii U
« on: June 12, 2013, 11:14:47 AM »
The Wii U so far has been a disappointment financially.
The Wii U has been out for seven months.

There are people who would say the 3DS is a disappointment financially, despite having over 30 million units shipped worldwide by the time it reached the two-year mark, and despite it passing the PS3's lifetime sales in Japan with less than 1/3 as much time on the market.

No third party companies are making games for it
Third-party publishers who either had Wii U games come out recently or who have upcoming games:

Namco Bandai
Atlus
Sega
Capcom
Square Enix
Activision
Disney
Ubisoft
Warner Bros.

There's a big difference between "EA isn't supporting it" and "no one is supporting it." Guess which companies are actually relevant on Nintendo platforms? Hint: not the one whose only million-seller on any Nintendo platform was a Harry Potter GBA game.

Pages: 1 ... 8 9 10 11 12 [13] 14 15 16 17 18 ... 418