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Multiplat Titanfall

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Sony Fanboys out in full force going on about how this game isn't that good and likely to flop. Ahh, I remember the days when I used to get jealous of the games the other console had.
If you're going to try and include me in that then you're a long, long, long way off (I'm not sure if you are, but I'm going to assume it based on giving my previous thoughts on the game).

I don't think it looks bad, nor do I think it will flop (sales will depend on the marketing more than the game really anyway - interested to see how they do it). Although it is super derivative. I'm surprised people could have a go at COD for not doing enough year over year and then be ok with this. It's surely gotta be both are ok or neither?

I just couldn't give a rats tossbag about competitive MP only games. Well one's that I would have to pay full price for anyway.

Was totally stoked when I thought these guys were doing an SP as they can do them VERY well, but now that's off the table, this game just is not for me at all.
 
If you're going to try and include me in that then you're a long, long, long way off (I'm not sure if you are, but I'm going to assume it based on giving my previous thoughts on the game).

I don't think it looks bad, nor do I think it will flop (sales will depend on the marketing more than the game really anyway - interested to see how they do it). Although it is super derivative. I'm surprised people could have a go at COD for not doing enough year over year and then be ok with this. It's surely gotta be both are ok or neither?

I just couldn't give a rats tossbag about competitive MP only games. Well one's that I would have to pay full price for anyway.

Was totally stoked when I thought these guys were doing an SP as they can do them VERY well, but now that's off the table, this game just is not for me at all.
Warhawk ring a bell, sunshine?

Mainly referring to people like Premiers04 and all the sad-act sony fanboys on twitter though.
 

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Warhawk ring a bell, sunshine?

Mainly referring to people like Premiers04 and all the sad-act sony fanboys on twitter though.
You're talking about a game released 6 years ago? I'm sure my gaming ideals haven't changed since then...

I didn't pay full price for that game anyway, was only $50. Which makes sense, since it's giving you half a game. Digital release was $50 and the headset retail was $100, I already had a headset so went digital.

And tbh I don't even think I knew it was MP only at the time.
 
I'll just quote my stuff from the E3 thread re: this game

Guess I need to see what the gaming media have been shown then. Nothing I've seen so far has me wanting to play it over BF4 or Destiny. Not a big fan of bullet sponge opponents, mechs, no recoil and gimmicky mid air and wall jumping and that's my opinion.

I'll have to hire it when it comes to PS4 if its getting a good reception though, just don't think it'll be to my taste.

I still dont think this game will do big numbers and pull people away from CoD and Battlefield. It may also be launching up against the marketing power of activision (as shit as a company I think they are, they destroy everyone when it comes to marketing their product) with another sci fi shooter from an established developer like Bungie and possibly having most of the console market playing PS4.

If it does well then good but I'm yet to see anything that has me saying must play.

Funny you mention Warhawk, i can see this game being similar, will have a niche fan base IMO.
 
i expect more then that from a next gen game....once the gimmicks wear off the game will be ass....

looking elsewhere...zzzzzz
 

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I'll admit after seeing more Its growing on me (still not a fan of spaceman wall jumping shit though), will have to destroy you plebs at it when i get an X1 next year.

Some more explanation on the single player component being built into MP would be nice though. It looks like your stock standard competitive MP at the moment. We have missions to do on the side or what?
 
It's not an Xbox One Exclusive. It's coming for Xbox 360 and PC. Glad I don't have to buy an Xbox One just for this game.
 
PC = Fine

Anyone expecting the 360 version to be in the same level will be disappointed.
Although it's obviously not Respawn doing the 360 version. Considering the engine isn't anything new and clearly the game isn't something that 'can only be done on next-gen' I'd suspect that the port will be relatively fine.

Should be akin to COD.
 

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Although it's obviously not Respawn doing the 360 version. Considering the engine isn't anything new and clearly the game isn't something that 'can only be done on next-gen' I'd suspect that the port will be relatively fine.

Should be akin to COD.


Have you heard the gaming press talk about it?

Most of them have been gushing at the behind closed doors stuff, I'm expecting this to be great on ONE/PC and average on 360.
 
Have you heard the gaming press talk about it?

Most of them have been gushing at the behind closed doors stuff, I'm expecting this to be great on ONE/PC and average on 360.
What does that have to do with how the game is made though? It's an engine that can cross both platforms very easily and certainly doesn't require the next-gen tech to be able to hit the peaks that it's doing.

I'm sure the 360 version will be perfectly fine.
 
Let’s talk about the Xbox Live Cloud
Posted by Abbie Heppe on Jun 24, 2013

Hi everyone! I’m Jon Shiring, and I’m an engineer working with the Cloud technology that you’ve heard about for Respawn’s game Titanfall. I have seen a lot of confusion online and I think it’s worth explaining more about what we’re doing on Titanfall and also more generally about Cloud computing and dedicated servers.

First, let’s take a step back and dive into the common multiplayer design and talk about why Dedicated Servers are better.

Player-Hosted Servers

The vast majority of games will pick a player and have them act as the server for the match. This means that all of the other players talk to them to decide what happens in a game. When you shoot your gun, the server decides if that is allowed and then tells everyone what you hit. Let’s agree to call this system “player-hosted” for simplicity.

What kinds of problems do you get with player-hosted servers?
  • What if one player has great bandwidth, but it’s laggy? Games are having to choose between different player hosts, and have to make hard decisions about which one should be the host, with two different measurements – bandwidth and latency. Sometimes it will pick a host who has good bandwidth, but whose latency isn’t ideal. But we don’t want the game to make compromises on lag and we really want the game to feel the same every time we play. We really don’t want to worry about this stuff – we just want to play and have the game feel good.
  • What about host advantage? The player-host has the game running locally on their machine, so they get super low latency access to the game world. You’ve probably seen this in action as some player seems to see you long before you get to see them or their bullets hit you before yours hit them. That sucks. Nobody should have an artificial advantage in a competitive multiplayer game.
  • What if the player-host is a cheater? Since the host gets to make decisions about kills, XP, and unlocks and such, it’s really bad if they abuse their power to wipe out your stats, or they cheat by flying around maps and insta-killing people. It’s infuriating, in fact.
  • What if the host disconnects? In the “best case” for this, you can do host migration if there’s another player who has enough bandwidth and everyone else can talk to them. If you hit that jackpot, you can migrate from the old host to the new one, which pauses the game and then unpauses when the new player-host is ready to start acting as the server. This isn’t a fun process, and it can fail.
  • What if the host’s bandwidth disappears? The game tested the host’s bandwidth at some point and decided that they had enough to host. But someone at their house is now torrenting files and their roommate is streaming Netflix. That “great” bandwidth the game detected earlier is now awful bandwidth, and the other players are lagging halfway through a match.
  • What if some players can’t talk to the host? You know all that “Open NAT” stuff? Your home internet router is generally trying really hard to keep bad people out, and games are sort of a weird case where the game is trying to get your router to cooperate and let other players create connections INTO your network. Games need to check if every player can talk to the host and if one can’t then that host won’t work. It makes matchmakin slower, and we hate that. Also, by telling you to open up your router, the game is asking you to reduce the security of your home network in order to make the game work. It would be great if you didn’t have to compromise your security in order to play games.
  • What if nobody has enough bandwidth? You got a great group of players together, but nobody has enough bandwidth to actually host a game. You can work around this by compromising your matchmaking a little to make sure that each lobby has a player in it that can be a host. But we don’t actually want compromised matchmaking, so this isn’t a good fix.
  • What about players who are paying for their bandwidth or have bandwidth caps? If you have a bandwidth cap on your home internet connection, or even worse, you’re paying for your bandwidth, what happens when you play a game and later find out that the game thought you were an awesome host? Your home internet connection is now slow or you have a huge bill waiting.
  • So if I’m hosting, my machine is doing all this extra work on behalf of everyone else? Yes! You are doing more work on your CPU than all of the other players are. This means the game isn’t as cool looking as it could be and everyone else has extra CPU just sitting there. Or worse, their game actually looks better than yours! We think the game should be consistent on every machine in a match. Don’t punish the host with a worse game or leave all of that extra CPU sitting empty on the other players machines.
Okay, so player-hosted servers have a lot of downsides. So why do so many games use them? They have one really big upside – it doesn’t cost money to run the servers! Running hundreds of thousands of servers can be extremely expensive. EXTREMELY expensive. Like “oh my god we can’t afford that” expensive. So your player experience gets compromised to save (large amounts of) money.

Dedicated Servers

Dedicated servers are when a computer sitting out on the internet handles all of the host duties, leaving every client free to just be a client.
  • You can get even more CPU on your dedicated servers to do new things like dozens of AI and giant autopilot titans!
  • Suddenly you have no more host advantage!
  • Bandwidth for the servers is guaranteed from the hosting provider!
  • You can use all of the available CPU and memory on the player machines for awesome visuals and audio!
  • Hacked-host cheating isn’t an issue!
  • Matchmaking can be lightning fast since it’s guaranteed that everyone can connect to your servers.
  • And since the servers aren’t going to go disconnect to watch Netflix, you don’t need to migrate hosts anymore!
The player experience is so much better. This sounds awesome!

But it costs a LOT of money.

This is something I have worked on for years now, since coming to Respawn. A developer like Respawn doesn’t have the kind of weight to get a huge price cut from places like Amazon or Rackspace. And we don’t have the manpower to manage literally hundreds-of-thousands of servers ourselves. We want to focus on making awesome games, not on becoming giant worldwide server hosting providers. The more time I can spend on making our actual game better, the more our players benefit.

I personally talked to both Microsoft and Sony and explained that we need to find a way to have potentially hundreds-of-thousands of dedicated servers at a price point that you can’t get right now. Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea.

The Xbox group came back to us with a way for us to run all of these Titanfall dedicated servers and that lets us push games with more server CPU and higher bandwidth, which lets us have a bigger world, more physics, lots of AI, and potentially a lot more than that!

What is the Cloud?

Amazon has a cloud that powers websites. Sony has a cloud that streams game video so you can play a game that you don’t have on your machine. Now Xbox Live has a cloud that somehow powers games. Cloud doesn’t seem to actually mean anything anymore, or it has so many meanings that it’s useless as a marketing word.

Let me explain this simply: when companies talk about their cloud, all they are saying is that they have a huge amount of servers ready to run whatever you need them to run. That’s all.

So what is this Xbox Live Cloud stuff then?

Microsoft has a cloud service called Azure (it’s a real thing – you can go on their website right now and pay for servers and use them to run whatever you want). Microsoft realized that they could use that technology to solve our problem.

So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go. We can upload new programs for them to run and they handle the deployment for us. And they’ll host our game servers for other platforms, too! Titanfall uses the Xbox Live Cloud to run dedicated servers for PC, Xbox One, and Xbox 360.

But it’s not just for dedicated servers – Microsoft thought about our problem in a bigger way. Developers aren’t going to just want dedicated servers – they’ll have all kinds of features that need a server to do some kind of work to make games better. Look at Forza 5, which studies your driving style in order to create custom AI that behaves like you do. That’s totally different from what Titanfall uses it for, and it’s really cool! So it’s not accurate to say that the Xbox Live Cloud is simply a system for running dedicated servers – it can do a lot more than that.

How is this different from other dedicated servers?

With the Xbox Live Cloud, we don’t have to worry about estimating how many servers we’ll need on launch day. We don’t have to find ISPs all over the globe and rent servers from each one. We don’t have to maintain the servers or copy new builds to every server. That lets us focus on things that make our game more fun. And best yet, Microsoft has datacenters all over the world, so everyone playing our game should have a consistent, low latency connection to their local datacenter.

Most importantly to us, Microsoft priced it so that it’s far more affordable than other hosting options – their goal here is to get more awesome games, not to nickel-and-dime developers. So because of this, dedicated servers are much more of a realistic option for developers who don’t want to make compromises on their player experience, and it opens up a lot more things that we can do in an online game.

Wrapping up…

This is a really big deal, and it can make online games better. This is something that we are really excited about. The Xbox Live Cloud lets us to do things in Titanfall that no player-hosted multiplayer game can do. That has allowed us to push the boundaries in online multiplayer and that’s awesome. We want to try new ideas and let the player do things they’ve never been able to do before! Over time, I expect that we’ll be using these servers to do a lot more than just dedicated servers. This is something that’s going to let us drive all sorts of new ideas in online games for years to come.

I know this got pretty technical and long-winded, so I thank you for reading this far. Hopefully I’ve cleared some things up, and you can see why I’m so excited about what Microsoft has done here and how it is letting us do awesome new things for our game. I’ll see you online in the spring to play some Titanfall on our dedicated servers!

http://www.respawn.com/news/lets-talk-about-the-xbox-live-cloud/
 

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