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Xbox Live Cloud: What it means for online multiplayer games

by on June 24, 2013


Microsoft touts the cloud as the Xbox One’s biggest feature, but it hasn’t done a good job at explaining what that means for games. Respawn Entertainment’s Jon Shiring wrote an extensive blog post that details how Titanfall utilizes the Xbox Live Cloud technology, and brings clarity to how other online multiplayer games can use it too.

The problem with many current online multiplayer games is their player-hosted servers. Basically, the game chooses a player to host the game that leads to slower matchmaking, worse-looking games, security risks, cheating, unfairness, and an overall poor experience should things go wrong.

Dedicated servers require large amounts of remote computers to host multiplayer matches on, instead of individual players, and are expensive for developers. That’s why Microsoft has expanded its Azure cloud service and is giving developers access to it for their games.

Titanfall will have dedicated servers to host its multiplayer games on, and to do smaller processing for AI-controller characters, two things it couldn’t have done on the Xbox 360 or PlayStation 3 without spending a lot of money.

“Over time, I expect that we’ll be using these servers to do a lot more than just dedicated servers,” Shiring wrote. “This is something that’s going to let us drive all sorts of new ideas in online games for years to come.”

Titanfall will launch sometime in early 2014 for Xbox One and Windows PC.

Source: Respawn Entertainment

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