[casual_games] RE: multiplayer?
John Falconne
john.falconne at gmail.com
Thu Nov 2 14:19:41 EST 2006
Hmmm...all very interesting discussion here. So how does a developer
make money for making multiplayer games for the casual gamers of the
world?
On 10/28/06, Adam Martin <adam.m.s.martin at googlemail.com> wrote:
> On 27/10/06, k f <mamaji4 at hotmail.com> wrote:
> > Every time I have tried to log in to play real-time multiplayer games I
> have
> > either been unable to join, because of network lag, been unable to play in
> > real-time, or just plain kicked off the server because of excessive lag.
> > That's hardly the type of multiplayer experience anyone would like to
> return
> > to for a half hour break. Which is why most of the multiplayer games are
> > turn based.
> >
>
> Then you are either in a small and shrinking minority of people in areas
> with terrible internet connectivity or you're playing poorly-written MP
> games. Lag is not a problem in any well-designed and well-implemented game
> requiring even ultra-fast reflexes (c.f. UT2004, HL/CS, etc) with ping times
> easily of 200ms or more (i.e. dialup modems). The average DSL connection in
> the UK (average) gives 30ms or so ping times to servers on the same
> continent.
>
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