Everyone complains that the game companies are ivory towers and that their voices aren't heard: we hear you. But you don't want what you think you want and I'm not trying to patronise you by saying that.
Additionally, I didn't cherry pick the list I intentionally grabbed the first ones that had networking, almost no cross platform games from 2008 were heavily networked. (Fallout 3 was an oversight, I meant far-cry 3).
As I've stated repeatedly in this thread: Self-hosting servers only works for session based games.
Even then, those sessions can leave players with a very mixed experience (weird rules, mods, someone might have made themselves "god", it opens up the client to be exploited by the server). Weird latency issues and connection drops not withstanding.
If it's dedicated servers that you rent from us as a company then: it can be expensive for you, if it's too expensive, less people do it, less people do it, the more expensive it becomes to maintain the provisioning/admin tools and it's amortised across much less players so the price goes _even higher_.
Then there's the server list fiasco. Where do you connect?
* XxXxBubBas-BayxxXx--freelootlvl25OnlY!?1
* 174.255.121.2:5543
* bit.ly/free-nudes
We listened to the community before, many times, sometimes people are so outspoken that we really believe we'll have competitive edge if we're the ones to "listen" and every fucking time we get burned by it. So I don't blame anyone in the industry for listening to their CMK department more than the hardcore PC Master Race.
The Hardcore PC Master Race do not represent all gamers.
But then you present us that the reason for only official servers is because community servers might have mods/weird rules, or ,dear god, funny names? How exactly is that a problem? Currently I spend some time in Rust. It has official servers as well as community ones. And let me tell you, the community servers are whats keeping the game afloat. Funny names in server list virtually doesn't exist. Its like people in general have a certain level of taste and it just so happens that servers with cringe names are left empty. Mods are great. Different people enjoy different mechanics, and thank god for different rules on some server, like "solo only", because it's actively sought out by people that don't want to combat 20 men teams on official servers.
Your statement that community servers are only working for session based games couldn't be more diverged from reality. Some of those servers are hosted for years continuously, only restarted to apply updates. And for many other games this is the case.
You say that we don't want what we want and Hardcore PC Master Race ain't representing all gamers, but frankly, if anyone knows what they want, wouldn't you agree Hardcore PC gave it more thought than your "average gamer"?
The issues you described ain't problem of community, which you heroically solve by taking our toys away, but are exaggerated, misunderstood, almost nonexistent issues that mainly come from skewed views of you as game developers and yours personally.
Maybe you are burned out of people hating while proclaiming "Im only the messenger" because it touches you personally, correctly, because you also believe the wrong message we Hardcore PC Master Race gamers so hate to hear.
EDIT: And the fact that multiplayer game becomes unprofitable once player spends more time in it is horrifying. So you telling me the studios are actually incentivized to make games we stop playing almost immediately after purchase? And you use this to defend your point why servers cant afford basic anti-cheat?
I still play some Battlefield 4 from time to time. Custom servers are awful.
You'll randomly get kicked because you didn't pay for a VIP slot, randomly killed because only 5 snipers per team are allowed and randomly kicked because the admin didn't like the particular gun you're using.
I can see why game developers would (and should) prevent that.
The only thing that may dissuade game creators from creating openly available dedicated server software is that they will need to let everyone access the list of servers(like Valve), so they would get traffic without any kind of ROI.
You can't have your cake and eat it too here, everything costs, and player experience is king.
Cheating happens, we don't want it to, but we do the best we can with what we have, and if it's not enough: play on a platform that does not allow memory modification and injection. It's damn impossible to "secure" a client, and when we do people cry about DRM. (I'm not saying that some DRM isn't to "prevent piracy" and I'm a free software advocate so I hate DRM, I'm just saying that if we included DRM in our game people would go nuts about it- but it would help solve the issue here).
Consider the widely acknowledged fact tat the working hours are brutal, the pay is quite low for C/C++ programmers, the average experience in the industry before burnout is 5 years.
Nobody would do this if the passion wasn't there. This industry basically couldn't exist without the passion for making games.
And, every time we fail we're yelled at for being incompetent. Every trade off we make is derided by people who never actually tried to make something like this.
Every time we try to increase the amount we're paid, or set a decent working schedule (longer development times mean more salaries because working on a project longer) we're told that we're "sleazy business men" trying to make a profit.
Like I said in another comment, the only way for you to get "better" games is to set your expectations for games lower than AAA (IE: stop buying AAA's), make us slaves or pay more.
And people (in aggregate) do not want to pay more.
Who's this "we"? The workers or the shareholders? Is there any unionizing effort on the videogame industry?
But, I’m hiring. If you think you can do better. I’ll put in a good word.
https://www.massive.se/job/gameplay-programmer-7439997104051...
https://www.massive.se/job/senior-system-programmer-74399969...
I think this explains why you are having trouble understanding the users point.
I was playing games like Half-Life off of user provided servers in 1998 and can't recall ever having any issues. Others on here seem to have fond memories of doing the same with other games.
> Even then, those sessions can leave players with a very mixed experience (weird rules, mods, someone might have made themselves "god", it opens up the client to be exploited by the server).
This is an odd concern to bring up considering the linked article.
It’s like some engineers are forgetting that most problems faced when programming are not technical.
I started my career developing on a real time OS, learning from people in industry for 20-30 years. I’ve since transitioned you something “higher level” and more web/server focused and a lot of the foo spat out like this is complete BS.
When developing on a real-time OS the only problems I faced was a simple product story (we are building this to solve X problem), and a simple technical problem (build a system which uses under 1% CPU to do X).
When developing these other products though suddenly there are many other considerations to take into place. I appreciate that you bring up latency concerns in multiplayer games, it can be the biggest downer to play a competitive FPS game where players have wildly different pings.
There is truth that we’ve coded ourselves into a corner of complexity and that we there are much efficiency gains to have in terms of output and program efficiency. But it’s willful ignorance to think that is the only problem or that it is trivial to solve, or even that the people involved in a project don’t think about this all the time.
Aren't you forgetting something? Like every MMORPG in existence? Almost every player hosted multiplayer game like Warcraft 3 that were released in 2002? (the host can cheat because he is running the server but the other clients can't which is the important part)
Seriously. I don't understand how hard it is to just run the security sensitive parts on the server. It's not like running things on the client removes the need to communicate with a server. The amount of time the hacky solution wastes is significantly worse than doing it correctly and kills the game when it finally launches.
I'm getting very tired, and irritated so my responses are coming off as unreasonable now, so with a final hopeful breath let me say the following: I hear what you're saying.
Truly I understand that you think that it's super easy and we have so much money that it should be solved.
We don't have the money you think we do, we run on very thin margins, in both time and resources.
Others have mentioned that we should shift the burden of running servers to users, but that has many tradeoffs and doesn't work for many games- especially not on consoles. Especially not in the sheer numbers of users we have.
The issue is also understanding what 'security sensitive parts' are, because what is that? Everything is sensitive, movement, bullets, health, what you see, what you hear, what you can interact with, what loot you picked up, what gun you have equipped and how fast it's equipped, how fast you reload, how many bullets are in the clip.
If you were to stall a client so that the server verified you could do those things then your game is running 1 frame every 20 seconds. That's even if you had infinite performance on the server to make those calculations for the 24 players that can see each other.
It's a hard problem, one I genuinely invite you to solve for yourself, maybe the answer is to make much simpler games like CS:GO or Minecraft.
Or maybe the answer is simple and everyone I work with, both in my office and in the industry of AAA gaming, is malignantly incompetent like the commenters here keep suggesting.
As a relative novice when it comes to multiplayer game programming, your comments have been enlightening to me.
I’ve grown my experience over the years in other fields to a point where “don’t trust the client” is nearly second nature to me. So whenever I’d dip my toes into programming a game, and look at multiplayer server side stuff with puzzlement, trying in vain to work our where or how I’m supposed to be validating the legitimacy of the clients incoming game events. It never before occurred to me that doing this kind of server side validation might be too burdensome. The notion that the backend code I was trying to understand had been written with minimising cost per player hour as a positive metric is now so face-palmingly obvious that I am still stunned at how I never realised and literally having a string of “oh and that’s why that bit there..,” as I write this.
So thank you very much for your comments.
Step down from your high horse. You're just parroting PR talking points that are totally nonsensical. If game studios could save money by offering dedicated servers they would do it. They switched to official servers not because they care about the experience but because it allowed them to monetize online play better. You can't sell hats when players can host their own servers and mod it however they wish. Why would I buy a hat from Infinity Ward when I can just mod myself a hat on my dedicated server?
>If it's dedicated servers that you rent from us as a company then: it can be expensive for you, if it's too expensive, less people do it, less people do it, the more expensive it becomes to maintain the provisioning/admin tools and it's amortised across much less players so the price goes _even higher_.
Again, if it were possible for game studios to make more money by offering dedicated servers, they would do it. You are inventing problems with dedicated servers so that you can ride in and be the hero when you solve them. These aren't actual, real, problems. These are just PR talking points to justify forcing official servers so that game studio have better monetization paths.
>As I've stated repeatedly in this thread: Self-hosting servers only works for session based games.
No, it doesn't. That is a limitation you (game studios) have invented. There are dedicated servers for World of Warcraft.
>But you don't want what you think you want and I'm not trying to patronise you by saying that.
Ah yes the ole "I know best." The final landing spot of ridiculous arguments.
Well, "our investors demand more monetization then what's possible when first-party servers don't have a monopoly" is a actual, real, problem; the problem is that the investors have too much control over the software design.
> There are dedicated servers for World of Warcraft.
There were dedicated (third-party, ie potentially self-hosted) servers; last I checked (when I wanted to give WoW another try) Blizzard has been agressively C&Ding them whenever it can.
Turns out you can have AAA with dedicated servers as long as you arent planning to nickle and dime your userbase selling macrotransaction first day DLCs or pretend your limited instancing game is an MMO.
This is a completely manufactured problem. The best part is they could've kept their money making cosmetics but still let people self host servers.
You see... we didn't ask for you all to ban dedicated servers and take on the cost of official servers. You did that to us against our objections so that you could extract more money from us. PC gamers would be perfectly happy playing Modern Warfare on dedicated servers. We don't have that option. We are forced to play on official servers and then you whine about the cost of doing that. That was YOUR decision!
You can't force players to play on official servers and also whine about the cost of official servers. You have created this problem! If it is too expensive to host official servers then let the community host them like we used to.
>I did warn you that you wouldn't like it.
We don't like being patronized. It is peak irony for game developers to lament the cost of official servers when official servers were something they forced on the community so that they could sell more hats.