Crackdown 3 Developer: Technically, There Is No Limit For Server-Based Multiplayer
‘It’s fully dynamic, there is no limit.’
Crackdown 3 is perhaps the first compelling case that we have seen made for the usage of cloud technology in video games. Its demonstration at Gamescom earlier this month was impressive and raised a lot of eyebrows, although questions regarding the cloud-powered system that makes city-wide destruction possible were plenty.
“It’s fully dynamic,” series creator Davis Jones said of the server-based multiplayer element to GameReactor. “I mean basically, technically, there is no limit. So it’s a fully dynamic system, we will design… there is obviously is a cost issue, so for us as game designers there always is.
“For us it’s about ‘how many do we need to provide the experience that we want?’ And that’s really what we’re focussing on. The great thing is we know we have a system that can dynamically handle whatever we want to do creatively.”
That said, he also stated that he is cognizant that download speeds of individual players could turn out to be throttling bottlenecks that impact the experience negatively. He said that the team is looking into circumventing this issue.
“We fully realize, you know, we’re optimizing for that, we realize that people have a certain download speed, and that we have to be within those kinds of boundaries. So we fully understand all of that and we’re definitely working to that,” Jones reassured.