Here's an extensive writeup about the concept:
Thanks to the link above, I found the exact phrase: neural antedating/backdating. Ah, it's nice to have resolved that question.
They clearly have some phenomenal tech chops in the company. Iwata hand rolled a compression algorithm and Nintendo were in the internet game waaaaay early and had aspirations of being an ISP with their Famicom Modem in the 80s.
That said their web infra just seems so janky and backwards - I've heard excuses like the friction wrt online gaming keeps it family friendly and helps disincentive trolling.
Nintendo has also always been more focused on in person social which works well in Japan where console market penetration is very high, gaming in public is normal (both socially and public crime/mugging doesn't exist) and population density is high. Monhun (Monster Hunter culture) being a great example of JP cultural gaming trends that didn't export nearly so well outside of Japan. (did ok-ish in Asia). [--aside: Must have been so ace to have monhun parties after work /sigh--]
If Nintendo could make their estore more optimized for UX (think Amazon or Apple App Store / Google Play Store) I feel like they would be a money printing machine.
Of Sony, MS, Nintendo, Nintendo are the only pure games company and those marketplaces are fantastic cash cows...
I remember when the Wii U Smash was coming under criticism for the unbearable lag, the developers released a statement in which they literally said: we tested the online play in development, and it works great. Are you fucking serious? How can they care so little?
If I recall correctly, there was another benefit. You could save a multiplayer game by just having all peers dump the current game state to disk and resume it later. Since a big SupCom game could take HOURS this was a great feature.
However, there were 2 issues with SupCom's implementation.
1. It wasn't perfect and sometime hours deep into a big game, you would get a "desync" error and it was unrecoverable.
2. Everyone needed to be able to run the sim at the same speed. So the game could only progress at the speed of the slowest player's computer. And SupCom was VERY compute intensive.
> So the game could only progress at the speed of the slowest player's computer. And SupCom was VERY compute intensive.
It might surprise you to learn that these statements are still true! SupCom:FA (still playable by buying a copy and through the third party FAF launcher; they have even fixed most of the desyncs, it's very stable these days) is probably still the largest scale RTS out there (even planetary annihilation only feels larger). And it still requires a top-tier gaming rig to play.
The reason for this is pretty straightforward, CPUs actually haven't gotten faster for well programmed, cache aware, tight-looped CPU bound operations in the last 15 years. And in fact there are arguments for why something like SupCom:FA would be difficult to make today given the industry's reliance on game engines. And games are still rarely threaded more than SupCom was (e.g. game logic thread, render thread), so until someone can get back to the low level excellence of SupCom:FA and then design and implement a concurrent game logic loop for it that actually parallelizes well, I think it will remain the king of high scale RTS for quite a while.
https://youtu.be/DEhp5eCwgSI?t=3304 (to see why this game is awesome)
It always made me a bit sad that the comparatively low-scale Starcraft seemed to suck up so much of the space in the genre.
Your comment brings back fond memories of playing huge supcom games at a local LAN cafe. Those were some of the best times I've had gaming.
With that said, most games do have a maximum tick rate, so in a very misleading way you could say they are turn-based ;)
The observer gets the replay log (cheap), and broadcasts the pixels out (expensive) to the world with very little impact on the game play for the active participants.
Low bandwidth broadcast isn't really relevant I think to esport success -- the "complete" replay aspect to even 1 viewer (the caster) however might be
You both say that the game state is sent to a non-player machine that creates the actual video stream seen by the viewers.
Much more notable is the impact it has on casting, where it's presence is clearly felt -- casters are granted much more freedom, and can be much more thorough and descriptive, when complete replays are available (versus simple dumb video).
We agree about the technogoly -- we disagree on its impact
There are times gameplay needs don't allow that model to be perfect, but it is the norm.
The main reason for the deterministic lockstep architecture is the cost of sending game state -- in a game with 10 player characters and some particles, it's sufficiently cheap. In a game with 10,000 player characters, not so much.
Determinism is a bitch to maintain, so afaik, no one tries to do so unless they must.
https://www.gamasutra.com/view/feature/131503/1500_archers_o...
You had high-ping 28.8k internet, and you wanted to be able to have immersive battles in a world with hundreds of units controlled by several players. There's no way you could send real-time information about the status of every object in the game. So they didn't. They made the game simulation completely deterministic and then simply shipped user input around on the network. User input was processed on a slight (couple hundred milliseconds) delay (to allow for network transmission speeds) and executed simultaneously in "game time" on everybody's machine, so the simulation stayed in perfect sync. Voila, no worrying about lag.