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by tprovido, Level 17
Last updated at August 23, 2009, 2:38 am
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Battle.net developer Greg Canessa says that Blizzard is actively working on a LAN-like solution to include for Battle.net play in StarCraft II.
"We are working on solutions with regard to things we can do to maintain connectivity to Battle.net in some way, but also provide a great quality connection between players," said Canessa.
Blizzard recently announced that traditional LAN play would not be included in the game, with offline play only being allowed in the singleplayer campaign.
I asked Canessa whether the solution his team is working on might include a pseudo-LAN connection, where the game would only check in with Battle.net to authenticate before reverting to typical LAN behavior.
"Something like that," he replied. "Maintaining a connection with Battle.net, I don't know if it's once or periodically, but then also having a peer-to-peer connection between players to facilitate a very low-ping, high-bandwidth connection.. those are the things that we're working on."
Diablo III lead designer Jay Wilson also confirmed that Diablo III will treat LAN in the same way that StarCraft II does, meaning that while traditional offline LAN will not be included in that game, it should support any Battle.net solution developed for the RTS.
Source: http://www.shacknews.com/onearticle.x/60156
Thanks to maniacz of twitter.

Purists may argue that you can't have old school-basement LANs over at your friend's house anymore because the new Battle.net is like MySpace and what if the router goes down in the middle of a game, etc..... I say that you still can, only in a different way. Pseudo-LAN just might rock harder than the old solution we are used to, but it needs to be embraced and not discarded just because it's unfamiliar. The old feeling of peering over a gosu friend's shoulder while he ownz n00bs (or, if you're better at Starcraft than me, be that friend yourself) will still be possible with SC2. GG to that,
I am still curious if Starcraft 2 will have a non-configurable high latency floor or dynamic/configurable.
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