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shams said:
 

If games like DOA and Smash Brothers end up online, there is no reason that VF5 cannot. Online play may not be perfect (when compared to 2 players on the same machine), but it never is - there is still lots of fun in what can be done.

In fighting games like VF5 you really need low, low pings in order to play online on equal footing.

It's like playing any FPS on a PC: When I play with my brother in law, who is thousands of miles away on the other side of the world, we normally have to resort to playing coop or together on the same team and not against each other, simply because whoever becomes the server has the inherent advantage everytime.

We're talking about 200-300 ping ranges. Despite both of us having broadband (mine's 6mb), there is always too much lag. What happens then is:

Client side:  sees people doing amazing things, like fly over you, teleporting from one location to the next, and killing you with invisible bullets.

Server side: sees a sitting duck.

In racing games the ability to play online was, literally, the network developer's version of the holy grail. Numerous games have tried it, but they most often fail (miserably; ever tried EA's Formula 1 1999-2002? Cars that mysteriously appear and disappear made online gameplay impossible) although more recently games such as rFactor have cranked out some solid network code that allows both my brother-in-law and myself to get our game on, despite relatively high latencies.

I can understand why online is not included for the aforementioned reason. In games like VF5 you need to have near-nil latencies in order to compete fairly. You can still have fun playing, but it won't be fair, and I'd gather that most people will eventually just give up online playing anyhow when faced with the limitation that no matter how good they are, they will still get their @$$es handed to them.