![]() For starters, that means at least 50% of your player base will never touch this feature. Lets assume half the player base wants the game for online only and the other half will play offline (not exclusively offline, but at least some offline). Sure, you would pay another $40 for the feature, but many players wouldn't. ![]() It doesn't matter if other games have done it or not, if it hasn't been done on the D2 engine then it needs built 'from the ground up'. Because there's not a comparable feature in Diablo 2, this is building a new feature from the ground up in Diablo 2. ![]() Diablo 2 is not Hades, the problem isn't knowing how to do something, it's modifying your game engine to do it. So yes it is work but not have to be done from the ground up. And for what, so you can buy the game more than once and play your offline characters on more than 1 system? The payoff for the developers isn't very big either, because now there's more code to maintain, more servers to maintain, and more potential for players to discover ways to get bugged stuff into closed BNet (from their single player characters). It's not necessarily hard, but its expensive and takes quite a bit of time to develop. Simply put there's lots going on when you have a single player game syncing to an online server. Then, they have to determine how this is handled - does it auto-sync on game exit? How does it handle desyncronized characters? What if the upload process corrupts something and breaks characters? What about storage on Bnet servers for saved offline characters? They have to add the ability for the game, while playing single-player, to have a connection path to battlenet servers. It easier to do this from the ground up, but D2R is not a ground up game so they something like this would require a pretty big redesign to offline characters.
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