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Brink has dedicated servers on PC News

PC Xbox 360 PlayStation 3
News by Tom Bramwell

27 October, 2009

Splash Damage CEO Paul Wedgwood told the Eurogamer Expo audience in Leeds today that Brink would stick with dedicated servers on PC.

It's been a bone of contention recently after Infinity Ward decided to go with peer-to-peer on PC for Modern Warfare 2.

However, Wedgwood later confirmed to Eurogamer that the game's use of PlayStation Network and Xbox Live would mean the usual peer-to-peer situation on consoles.

The news came during the first of four Brink sessions at the Eurogamer Expo this week, which saw Wedgwood - who is also game director on the PC, PS3 and Xbox 360 first-person shooter - outline the game's unique features and demonstrate two levels.

Set in an isolated island society in 2045, Brink is a squad and objective based shooter that blurs the line between single-player and multiplayer with its fancy drop-in/drop-out gizmos.

Top priority at the EG Expo was to convey the game's SMART system ("Smooth Movement Across Random Terrain - thank you Bethesda marketing!"), which allows you to climb over objects at speed by holding a single button.

Wedgwood also reiterated the Splash Damage message from past sessions, however, noting that it's "not an auto-pilot". You can always specify what you want to do with manual controls rather than relying on it.

For example, you might choose to crouch and slide under a security scanner in the airport level, rather than running through and setting off an alarm or using SMART to leap over the top of it.

Having played around with character customisation, Wedgwood dived into the Container City level, where he demonstrated how objectives are provided on a radial menu system that incentivises players to try new things - new classes, new tactics, new weapons and new tools.

Container City itself - a slum built through and around shipping containers, and somewhat the worse for enormously detailed wear - also seems to hold an impressive secret judging by the green, glowing conclusion to the demo.

Following the presentation, Wedgwood took questions from the audience, many of whom had queries about specific features - such as whether it would have dynamic objectives that have story ramifications (yes), or whether it would be followed by the Bethesda-standard monsoon of DLC (no comment).

But Wedgwood also spoke about his background as a mod developer working on Quake 3 Fortress, and his years establishing Splash Damage by jobbing on head-up displays, digital recreations of BT executives and other menial tasks, before work on Enemy Territory - Wolfenstein and then Quake Wars - followed, and the Bromley-based studio ended up working with Bethesda Softworks on Brink.

As well as the presentation, which is a splendid introduction to the game, the session was worth checking out for Wedgwood's insights and advice on how to get into game development. Just as well, then, that he's doing it all again tomorrow in Leeds and on Friday and Saturday in London.

See the Eurogamer Expo site for details on time and locations if you have a ticket and fancy heading in.

Alternatively, check out our recent Brink preview for much more on the game, which is due out in spring 2010.

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Comments: 1-16 of 16 in total

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RedPanda
27/10/09 @ 15:39
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So is every single FPS going to have to confirm it supports dedicated servers just because Activision/IW are arsehats? Is this really news?
mkreku
27/10/09 @ 15:46
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I think it's funny.
des
27/10/09 @ 15:56
#3
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Is anybody going to use them?That is the problem
cianchristopher
27/10/09 @ 15:59
#4
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Take that, Radioactive Man!
TheLittlestHobo
27/10/09 @ 15:59
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Well, I guess the dedicated server issue is news as it adds to the growing evidence that IWNet is not all tits and biscuits.

Anyway, really looking forward to Brink.
Salaminizer
27/10/09 @ 16:12
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MW2 is not P2P on PC.
Edited 1 times, most recently on 27/10/09 @ 16:12
zabeu
27/10/09 @ 17:37
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Please don't use a corporate crapword like "incentivise" as long as far more attractive choices like "encourage" are available. Thanks!
Buran
27/10/09 @ 18:32
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@Salaminizer:

Yes, it is. The IWNET infrastructure only have listener servers, that provides you and another ones the IP from another players hosting the games. The game is not hosted by dedicated servers in any way; it will be only a ghost town of p2p hosting; good look with the ping in 12 vs 12 players ;)
ChaK
27/10/09 @ 18:37
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lol they're all scared now. Good for us, pc gamers :D
crozon
27/10/09 @ 19:01
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"Is anybody going to use them?That is the problem"

What??????
Machiavellian
27/10/09 @ 19:52
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I guess the question would be, will brink follow Battlefield where you have to purchase the dedicated server from a 3rd party source or if I can setup my own server.
Edited 1 times, most recently on 27/10/09 @ 20:58
Salaminizer
27/10/09 @ 20:23
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should have added more info lol, now I'm full of negs.

it's not P2P, it's good old client-server, that's why there's host migration. if it was P2P everyone in the session would "cooperate" (do the server part) and the game wouldn't end if someone left.

not that it would be better, it would suck balls too. the only good solution would be dedicated servers, but apparently renting one's some sort of advanced alien technology and it's even required to PLAY the game. that's what IW is saying.
Edited 1 times, most recently on 27/10/09 @ 20:25
hiddenranbir
27/10/09 @ 20:47
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Woo dedicated for life.
Xerx3s
28/10/09 @ 12:19
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Salaminizer: That description would mean that every XBL game is "client server" hosted. It's p2p, no matter what fancy name it carries.
BillyBrush
28/10/09 @ 13:42
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However, Wedgwood later confirmed to Eurogamer that the game's use of PlayStation Network and Xbox Live would mean the usual peer-to-peer situation on consoles.


Usual...but not always

Halo 3 / COD MP use servers?

and you can definately select whether to use dedicated servers or not on R6 vegas 1 & 2. Peer to peer is more laggy right? not great news
YourMessageHere
30/10/09 @ 05:16
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Calling a listen server 'peer to peer' is a bit misleading. When you say 'peer to peer' it conjours images of things like bittorrent where the bandwidth is shared among everyone fairly equally and in a decentralised way, so if one file sharer disconnects the rest provide the data instead, but a listen server is essentially a single player's machine acting as a server and as a client, and if that machine leaves the game it kills the game for all the others, whereas other players can quit without this happening. On a literal level it is one peer hosting and other peers joining, but 'peer to peer' is an established expression which already has a different meaning, so using it in this context is probably not too sensible.

Comments: 1-16 of 16 in total

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