Titanfall: Why the PC Version Needs User-Run Dedicated Servers

Still standing by.

Titanfall has been the center of its fair share of controversies since being revealed last year. Respawn Entertainment has managed to quell most discontent related to the game, including the decision to go with an always-online approach. However, a new video highlights how the PC version requires user-run dedicated severs – as opposed to Cloud dedicated servers – in order to keep the FPS market running smoothly. Check it out above.

Titanfall is unlike most other first person shooters. Not simply because of the hulking Titans running around or the jetpacks for soldiers, but with how it incorporates single-player elements into its online game. This includes NPCs, cut-scenes and even slightly branching paths.

Published by Activision and the first game in a proposed series, Titanfall will be releasing for Xbox One, Xbox 360 and PC on March 11th 2014 in North America and March 13th 2014 in Europe. Stay tuned for more details in the coming weeks.


  • dccorona

    This is, in a way, a new version of server technology. I’d take a look at how the Azure server network works, specifically for games, because almost everything you say in this video is untrue.

    1. The servers are free. Microsoft provides them at no cost to the developer. So as long as the Xbox Live (Azure for gaming) server network is still there in a compatible form 20 years from now, Titanfall will still have access to it…for free.

    2. The system is designed to automatically scale. They don’t need to dedicate dozens of servers just to Titanfall. If there are thousands of people playing, the system will allocate servers as necessary to support that many people. 5 years from now, if only a few dozen people are playing, the system can dedicate just the number of servers it needs to handle that, and allow the rest of what originally ran Titanfall to run, say, Titanfall 2. BUT, if suddenly there’s a resurgence, and hundreds of people come back to the game, the system can automatically allocate more server space and scale up server size without people having to do a thing. This is the new aspect of Xbox Live cloud that makes it different from everything else. Since its a central place for all games, it can intelligently manage the number of servers each game gets based on current demand. This means no wasted servers, and makes it cheaper for Microsoft and free for developers.

    • story_teller904

      Look what happened to the games that required GFWL to run..i.e GTA4 for PC no longer work.

    • TheLowEndTheory

      The difference is that Azure is an enterprise service. That means that MS will continue to support it for a stupid number of years, just as they did XP.

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