Chapter 54: Trying to Provide Online Services [Asking for Recommendation Votes!First Update]

The emergence of "Dune 2" and the impact of "Dune 2" on players for a short time instantly made many American computer game manufacturers pay attention to this new game genre.

As practitioners, it was easy for them to discover, and in a very short period of time, they discovered that the genre was extremely reproducible.

You know, not every game genre can be easily copied.

Games like The Sims, although they have a lot of players, have also drawn many girls who didn't play games at all before into the camp of playing games.

But The Sims PC is a game that doesn't have a lot of reproducibility.

Its popularity is due to the fact that the quality of its own games is really good, and on the other hand, because its community is very well managed.

It can be said that any manufacturer, if no one has ever made such a game before and maintains the ecology of the entire community, it can make money lying down.

However, such a game is difficult for those who are also eager for this piece of cake to get into.

The real-time strategy game that appeared as a representative of "Dune 2" is not the case at all.

The ontology of "Dune 2" is still based on the plot experience. With the original book of the "Dune" series as the development of the plot, the encounters in it are the confrontation between players and players.

No matter from which point of view, the single-player campaign part of "Dune 2" can only be regarded as decent, but the gameplay of the player-to-player duel in the skirmish has unexpectedly become the main embodiment of the vitality of this game.

You know, when it comes to game development, the level design of the game is crucial.

If the levels are not well designed, the flow of the whole game will seem boring, which is also a problem faced by the single-player campaign of Dune 2.

The encounters between players happen to omit most of the level design, and to a certain extent, for game manufacturers who don't know how to design levels, it can be said that they play to their strengths and avoid their weaknesses.

Moreover, games like "Dune 2" have a strong golden age sci-fi style.

In fact, this style is not something that all players will like, and even if you change the skin of this game, from the sci-fi style of the golden age, to the fantasy style, to the real fantasy style, it may be able to attract many players.

The former's thinking led Blizzard to set up "Warcraft", and the latter was Ximutou's "Command and Conquest".

The sub-field of real-time strategy games has also begun to branch out from the game "Dune 2" as the origin.

At the same time, a game with Sid Meier's name is also in development, and the name of this game is called "Sid Meier's Civilization".

If you've played the Civilization series of board games, it's easy to think of this as a video game version of the board game Civilization series.

However, in order to avoid paying high royalties and avoid the sudden revocation of the copyright by the copyright owner in the future, Sid Meier and his partners did not consider their game to be too close to the board game "Civilization".

It may be said that there is a little bit of origin, but it is definitely not the relationship between father and son.

Their understanding also laid the foundation for the protracted lawsuit between the two in the future.

Board games are fun, but compared to video games, which ride the east wind of the new era, they are still too old, with fewer people and less money.

And the justice in the United States has always been equal in front of money.

In this way, "Sid Meier's Civilization" does not necessarily have no chance of victory.

Wanhu has a clear observation of the changes in the field of computer games.

Although I have my own game development department, I also have the idea of making real-time strategy games.

However, the R&D and maintenance department of the operating system did not care about the interests of the new department, but chose to meet the needs of those games that had already been launched.

Wanhu Operating System provides a simple and easy-to-use online interface for game manufacturers who are interested in developing multiplayer online games.

You know, the methods used to achieve online functions in this era can be said to be strange.

Not to mention the wide area Internet, various problems will arise. Even if you connect to the local LAN, you will encounter all kinds of problems.

The operating system of Wanhu is to provide a package of solutions for manufacturers who want to make real-time strategy games, but the programming level is not very sufficient.

Of course, those large manufacturers, after seeing the low cost of the 10,000-household solution, will also choose the 10,000-household solution.

After all, gaming companies are basically all about making money.

It's important to develop your own technology, but if there's something readily available and cheap, why not use it?

The problem at the LAN level has been solved, and some people are seeing the need for online battles.

However, first of all, in such a harsh Internet environment, the line of sight is fought in real time.

So that both sides of the game will not feel uncomfortable because of the lag of data transmission, which requires more technical strength.

Even if it is a 10,000-household operating system, such a solution provider known as a fast gunner, the speed provided is still not very fast.

On the one hand, to solve the latency, it is necessary to make the packets sent small enough and fast enough.

However, when connecting directly, there will be some other problems.

However, these problems are not solved by software technology, and the problems are actually more on the online computer as the host.

For example, a computer host is just a 1kbs small water pipe, although it may have no problem connecting with others.

However, how to make him a hub and accept the packages of other players is very problematic.

In this way, direct connection technology on a LAN is not suitable for a WAN.

In this case, the solution is probably to set up a server and let the server take care of the necessary sending and receiving work, as well as the relay processing work.

However, this makes it expensive for game developers.

Basically, it means that wherever their games are sold, they have to open servers.

Although the Internet seems to have no geographical barriers, it is only for users.

For internet providers, the physical limits lie there.

In the case that the existing technology cannot be broken through, even with the best equipment, the signal delay from the UK to the US cannot be less than 20 milliseconds.

And real-time strategy games, this type of game.

Once the delay exceeds seventy milliseconds, it will be noticeable to the player.

Therefore, in order to save costs, it is necessary to set up servers in each "communication artery".