Auto Downloading Patchs But Having a Choice
#1 Members - Reputation: 100
Posted 23 February 2012 - 01:04 PM
#2 Staff - Reputation: 2082
Posted 23 February 2012 - 06:25 PM
Consider for example that you have a total player-base of 100 players.
If you apply patches for all users, then any individual player who connects to your match-making server looking for a game to play has 99 potential opponents.
Now, if you have instead allowed players to choose which version to play with, and have released 10 patches that are equally popular, there are suddenly only 9 potential opponents for your player.
Obviously this is a pretty contrived example, but I think it is a genuine potential problem with the idea.
Why you shouldn't use Dev-C++ | Asking Better Questions
Royalty Free Music & SFX from AudioJungle | Free Sprites from SpriteLib
Store and sync your files online and across computers with Dropbox -- 2GB of online storage for free.
#3 Members - Reputation: 184
Posted 23 February 2012 - 08:25 PM
#4 GDNet+ - Reputation: 201
Posted 23 February 2012 - 08:38 PM
#5 Staff - Reputation: 2082
Posted 23 February 2012 - 09:01 PM
Stormynature, on 23 February 2012 - 08:38 PM, said:
Why you shouldn't use Dev-C++ | Asking Better Questions
Royalty Free Music & SFX from AudioJungle | Free Sprites from SpriteLib
Store and sync your files online and across computers with Dropbox -- 2GB of online storage for free.
#6 Members - Reputation: 100
Posted 24 February 2012 - 02:30 AM
#7 GDNet+ - Reputation: 201
Posted 24 February 2012 - 02:54 AM
From a games development point of view i.e. learning how to make games it might carry a certain amount of cachet but I struggle to understand your concept fully I think. More specifics on what is in a patch implementation would be appreciated.
I must admit though your last post compared to your original post has kind of thrown me for a loop. Now I am not sure whether you were initally addressing a technical issue or a content issue.
#8 Members - Reputation: 173
Posted 24 February 2012 - 05:08 AM
Yes, there will be a small portion of the player base that will be unhappy because the patch changed some minor thing that they liked previously better, but they have to deal with it. We can't make separate games adjusted for each player...
#9 Staff - Reputation: 2082
Posted 24 February 2012 - 05:28 AM
Acharis, on 24 February 2012 - 05:08 AM, said:
Why you shouldn't use Dev-C++ | Asking Better Questions
Royalty Free Music & SFX from AudioJungle | Free Sprites from SpriteLib
Store and sync your files online and across computers with Dropbox -- 2GB of online storage for free.
#10 Members - Reputation: 173
Posted 24 February 2012 - 05:52 AM
jbadams, on 24 February 2012 - 05:28 AM, said:
#11 Staff - Reputation: 2082
Posted 24 February 2012 - 08:38 PM
Acharis, on 24 February 2012 - 05:52 AM, said:
This isn't something I think would necessarily be wise to pursue, but the possibility is certainly an interesting one.
Why you shouldn't use Dev-C++ | Asking Better Questions
Royalty Free Music & SFX from AudioJungle | Free Sprites from SpriteLib
Store and sync your files online and across computers with Dropbox -- 2GB of online storage for free.
#12 GDNet+ - Reputation: 201
Posted 25 February 2012 - 07:27 AM
One way in which you might make this idea work would be through the use of achievements and rewards specific to each version. As a loose example from World of Warcraft MMORPG the vanilla (first) version had a questline (the opening of AQ) which was achieved by very few people in game. In turn those who completed the quest chain at that time earned themselves a title and a mount. As this was basically a one time event per server and disappeared under later expansion releases, it became somewhat of an exclusive item ingame. The other aspect of WoW with subsequent expansions was the development of Vanilla guilds i.e. people who did not want to play at the next expansion level as well as developing culture that talked about the good old days in vanilla or Burning Crusade etc.
The ability to do rollbacks could conceivably work in such an example and in part has been effectively shown in part by the refusal of some to upgrade to later expansions. Given that existing resources were used to service both the vanilla community as well subsequent expansions, the idea might actually be less severe to a budget than immediately anticipated in previous posts. The larger issue would be the rollback itself without having to do a full re-install to access earlier versions. Given that we can patch forward though on original content -- It should not be that difficult to implement a rollback patch version. I am of course referring to new product I wouldn't want to untangle some of the spaghetti of existing products. I am skipping over a lot of the grittier technical issues that would make this annoying though.
#13 Members - Reputation: 180
Posted 25 February 2012 - 08:22 AM
Starcraft II simultaneously contains all the previous versions; they are automatically used to play back replay files recorded in that version.
#14 Members - Reputation: 180
Posted 25 February 2012 - 08:31 AM
Acharis, on 24 February 2012 - 05:08 AM, said:
No, that's terrible. If it's technically feasible, just allow older versions to be played. This is likely already necessary if the game has recording like Starcraft does.
Quote
#15 Members - Reputation: 1199
Posted 25 February 2012 - 04:51 PM
jbadams, on 24 February 2012 - 08:38 PM, said:
Acharis, on 24 February 2012 - 05:52 AM, said:
This isn't something I think would necessarily be wise to pursue, but the possibility is certainly an interesting one.
I think the best way to do this is to make the game easy to mod, (This goes for both singleplayer and multiplayer games), Look at games like quake, starcraft, skyrim, etc, For multiplayer games things become a bit more limited ofcourse(unless you allow proper mods) but a few things can easily be controlled by the server in a multiplayer game, (for an FPS you can let the server change things such as weapon stats, gravity, movement speeds, etc quite easily using for example scripts)
If you provide the tools then the players themselves will take care of the rest.
In the OPs case the easiest way would probably be to separate the engine from the game cleanly, make engine updates mandatory but stick with a fixed interface towards the game and then simply treat the game and mods in exactly the same way, older versions of the game can then be loaded as mods if players prefer a previous versions gameplay. (You could also release the source for the game portion under a restrictive license to allow the community to tweek it as they see fit)
The voices in my head may not be real, but they have some good ideas!


















