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Things games should have, but don't
#48
It doesn't matter how many people are in the game-- the netcode doesn't change. The netcode has to be a lot more solid and has to be able to react to 2 people fighting each other, compared to 16 people shooting each other in a huge room.

In shooters-- you can pass a netcode where players may or may not occasionally teleport into areas or not be hit by attacks. This is not the same for a fighting game, because if this kind of input problem were to happen in online play, the game would be broken completely.

There is a lot more trial and error in a game as technical as a fighting game-- there isn't in shooters. Shooters have to deal with a lot of shit going on at once, but it doesn't have to be perfect-- fighting games need netcode that doesn't allow any form of lag teleporting, moves "not" landing, and hundreds of other factors that wouldn't fly in online play for a fighter. The players always have to be facing each other, which determines their animations, which determines their inputs, which determines hundreds of other factors in the game. In fighting games, your player is also STOPPED completely when they are hit by an attack. This doesn't happen in shooters, except Lost Planet 2.



tl;dr Fighting games require netcode as deep as the gameplay engine itself.
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Messages In This Thread
RE: Things games should have, but don't - by Gwen - 02-16-2011, 12:02 AM
RE: Things games should have, but don't - by Alpha Six - 02-19-2011, 06:07 PM
RE: Things games should have, but don't - by Rai - 07-13-2012, 05:07 PM
RE: Things games should have, but don't - by Rai - 07-14-2012, 12:13 AM

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