Halo system link still holds up more than 20 years later
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This was before Xbox live (Halo CE didn't support live AFAIK), then even afterwards for modded consoles that got banned from live.
At first it was just fun to play online Halo, then we started diving into the files and modding game types and weapons. The Xbox was such a fantastic console. As someone whom had several GameSharks, hackable is so much of the fun.
Me and my brother connected across the Atlantic to a "server/game" on the east coast, I wanna say upstate New York maybe?
Fantastic bunch of dudes, the main one had a fat fiber pipe so 16 player matches were smooth.
We played alot of "party" style game modes (zombies and duck hunt type games)
And some modded game modes came about that were fantastic fun.
Cat and mouse on the Coagulation map, where the cats were in wraiths, and everyone could spawn in their own warthog to drive using the plasma pistol, wraiths were honour bound to not fire, boost only until the last minute, and hogs had to not hide in bases/caves.
There was also Tremors, with ghosts as the graboids.
XBConnect was solid enough that I could rig a network switch to my desktop, and both our consoles could work with it.
Lost touch with them after Halo 3 when system link above ~20ms got "blocked" :(
[1] https://www.youtube.com/watch?v=JIVLbVoJIvk&t=1m07s
[2] https://static.wikia.nocookie.net/gaming-urban-legends/image...
What is the key thing that makes it impossible for later tech?
I remember using Kali to play Warcraft. It was tunnelling IPX over TCP/IP, on 28.8k dialup.
It was an amazingly good UX.
I was promptly called the N word and exploded on spawn again and again because it was a modded/hacked map.
It was still magical.
Also made much more comfortable by the fact that monitors have gotten flatter. I still have PTSD from carrying CRT monitors around, they felt like they were made out of cement
Sort of related: I found some interesting news about a reverse-engineered Xbox Live service in development, recently: https://www.youtube.com/watch?v=DmvDgNAvdWM&t
I’d played stuff like Virtua Racing on my Genesis and Star Fox on the SNES, but without texture mapping, there still felt like an awful lot of compromise; moreso like how Atari 2600 games still required a lot of ‘imagination’ compared to even an NES.
My point is, I guess - that Super Mario 64 was the first ‘true’ 3D experience without any compromise I first played.
I get that it’s no ‘Metroid Prime’, and the low poly count and admittedly poor texture quality take away from the experience a bit, but it’s my first memory of a ‘true’ 3D game.
At least MCC is good.
We can’t keep throwing money at this bloated trainwreck, launch the damn game already. Make some excuse about how the revolutionary nature of the open world made it impossible to deliver at launch.
- My hunch.
I mean, you can just ignore the battle pass and play what you want. That's what my friends and I do. But TBH, we usually just play MCC because it's got way more content, more options to select what to play, and is far less buggy.
What's the point of having a progression system if nobody is incentivized to actually progress? If your entire business model requires that people buy the battle pass, but they don't buy the battle pass because they just want to play with friends because the battle pass contents funnels them into solo play the game won't survive as a F2P title.
20ms is considered really good ping, but humans can react faster than 20ms. Yet even fighting games are played online. I get that they have good netcode but how does that work?
Meanwhile LAN or an actual wire across systems means almost no ping, and almost no penalty for transmitting extra data. If you wanted you could potentially even use memory-mapped I/O (although that's probably a bad idea). No more complex workarounds required to simulate realtime interaction among distant systems.
Humans cannot react to anything in 20ms, it's closer to 200ms. We consider a move faster than about 18 frames to be effectively unreactable in the heat of gameplay. At 60 FPS that is 300ms.
Apparently in Japan where such games are especially popular (or were at the time), players really do appreciate such razor-thin input timing margins.
Why are you ignore the obvious issue of distance? LANs are great, you just have to be next to each other don't you, which is kind of a HUGE problem.
At least we train dogs because it’s necessary if you want them to live in harmony within your human family.
Sociopathic corporations treats humans like cattle with moneybags.
You can get 8 wired GameCube controllers to play flawlessly and setup faster than you could on the old XBox setup. You also have the option of ad-hoc network play if everyone had their own Switch. One small console, one optional TV and done.
The Switch was also a terrible example because its still one of the only consoles you can start playing right away with. Insert the cartridge and you're done.
All the other crap usually requires long times of hard disk installing from the disk before you can do anything along with Internet access nagging.
He's spot on though that some games have made a tedious mess in both their multiplayer and single player startup times.
Why was that a surprise?
https://www.youtube.com/watch?v=yZyBuZQ9MEo
We all thought it was pretty darn awesome when the video first circulated some 20 years or so ago... Now, with 5G and always-on devices it's probably not as impressive anymore ...
It's a hazy memory now, but I remember when the predecessor to the current system wouldn't block the video, but simply remove the original audio, and replace it with something from Youtube's royalty free music library. Did that actually happen, or is it a false memory?
https://hackaday.com/2020/12/14/save-your-original-xbox-from...
It’s nothing against online play. It’s that it is basically not possible anymore. Practically no recent game allows basic server-client over LAN anymore. Like, with a good old TCP or UDP server listening on the host machine.
You need internet for everything and the more people you are, the more you need a solid connexion. And once the server closes, you are done with the game forever. Halo CE LANs will never be done as long as physical support continue to work.
Exceptions are maybe MK8D and SSBU (are there other ?) on Switch but that’s basically it, and there are hard limitations in number of players and I doubt the Switch will last as long as the Xbox as a device (because of battery and cartridges).
And there is this little thing of setting up everything, organizing the room for everyone to have a place to play and while having enough room to put your beer on but yeah, I acknowledge it, _that_ part is nostalgia ;)
You all want to wax nostalgic about LAN parties when most of the time everyone was playing pirated versions of games and burning copies of copyrighted content and p*rn onto CDs.... Them's were the days.