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originally posted in: Destiny: Always Online
3/8/2013 2:43:00 PM
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But Activision ... who love Microsoft with all their heart ... are only doing this to drive up the membership of XBL. Activision desire to only make money for Microsoft. (And DMR is already built into the xbox and playstation platforms)
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  • Online multiplayer is not just a function of DRM. World of Warcraft is online only, and no one really has a problem there.

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  • Couldn't agree more. Also doubt Avtivision want to provide XBL revenue for Microsoft (hate it when sarcasm is wasted). So question is ... why would bungie and activision go down an always online mode? Is that the sound of an online coin meter in the background?

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  • Edited by ArcGuard: 3/9/2013 6:07:41 PM
    Because with servers, a lot of processing can be done by the servers, so you can push the limits of the game. You can't play WoW offline, because all the NPC tracking, events, projectiles, etc. are calculated on the servers (basically, private servers have to code all of this, including NPC AI). Basically, your computer processes you and the graphics of the things the servers tell your computer to. Your computer doesn't handle any of the enemies you encounter. A game with Server-side calculations can be much more robust.

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  • mmmm, yeah - but destiny will NOT be a server hosted game. It is still a p2p model, so game play is still hosted on a console (not server) ... as if to reinforce that bungie have promised "[i]seamless host migration[/i]". In fact each zone will be limited ... not like the WOW experience. You could in effect walk into a zone, say a trade area, and expect to meet your friend who also says to meet there ... but alas you could as well be in parallel zones representing the same location. Think of it more as you see the current MM - but without having to await a full team to start. Wander into an active zone (with a capped number of players) or the server will deal you a new zone, with just yourself. The existence of these zones will be registered on a server, but the events that happen inside that zone, the game play itself, will be hosted on your console (or the console of whoever requires the initial zone). And hence the promise of [i]seamless host migration[/i], because as you leave the zone you created it will need to be transferred to whoever remains. Which is why the quit ban has also been superszed ... otherwise you risk being forever sent back to your safe zone (you home, alone - the thing that replaced the normal game menu/playlist). An interesting concept, but also a very risky play.

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  • No, that's not how it's set up. Go play Guild wars 2 - THAT is the migration they're talking about, almost word for word. Destiny will be very, very server reliant.

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  • Will wait and see ... however that is not the way bungie & activision are talking about it currently. They have both states that it will not be server based gameplay, only stats and zone management. Guild W2 is also a non-console release ... whilst destiny will be the reverse (console only). The comment that "[i]rather than players being able to see and interact with all other players in the game or on a particular server—as is the case in many conventional MMO games—Destiny will include on-the-fly matchmaking that will allow players to see and interact only with other players with whom they are "matched" by the game. The new engine (Grognok) will also include seamless host migration so that the matched zone will not experience the lag associated with the hosting players console leaving the game[/i]" reads as though it is a hybrid. Agree time will tell ... and also agree it is a big risk of a console hosted zone being dumped when people dashboard (and the game is unloaded and thus unable to migrate). The multi-host tech was played with by IW during the COD series, but some of the early beta fun had people doing far too much host jacking - which caused them to pull the idea.

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