Soleron said:
1. What happens if more people than expected log on at once, for example launch day? Consider the Simcity outages, but applied to a single player shooter.
|
Microsoft implements more servers. There are 300,000 servers being added to the infrastructure. If there are 7 data centers (as of 2011) across the globe, that's 42,857 servers added per data center. More than twice the current capacity of the entirety of Xbox LIVE (15,000 servers) across the globe right now. I don't think you understand how much capacity that really is.
| 2. Processing power in the cloud for every Xbox One is not free. The cost still has to be in the Xbox One pricetag or more likely an increased price for Live Gold. You're not getting something for nothing. |
FUD. No, the cost of Xbox LIVE is already paying for this. Its the subscription costs that allow Microsoft to make major infrastructure improvements like this, and provide the level of service expected.
| 3. What happens when the servers are taken offline after 3-4 years? When multiplayer servers close you can't play multiplayer, but when single-player servers close the single-player experience you bought is permanently degraded? |
The servers won't be taken offline. The physical servers will never go away. They will be continually used. The virtual servers, for cloud processing, will grow or shrink based on usage. Virtual servers can be brought up or brought down by the very request for the service. In terms of a single-player experience, if the game usage were to disappear, than the virtual servers would go into a standby state, when a player began playing the game again, or players did, the virtual servers would pick-up where they left off OR calculate the changes to bring the server content current. Nothing has to go away.
| 4. The game cannot require said processing power because it has to handle internet outages. If the calculations materially affect gameplay, isn't that a problem? |
This has been discussed by Microsoft before. Cloud processing won't materally affect gameplay. Your world may not be as expansive or rich, but the single-player experience will still be possible. Likewise, games will be designed to handle outages, temporary or prolonged.
|
5. If this becomes common in games, it is a large barrier to porting. Writing code to handle a huge network of computers is already hard, and handling two or more may be considered to be too costly to justify.
|
Have you ever written a lick of code? Writing code for many clients to access a small number of servers isn't difficult. It's done every single day. You send data up, you get data down, it isn't really all that much work. Granted, in order to be effcient, the code will have to be efficient code, but it's not all that difficult.