Meanwhile in MS side will rely in the ‘Power of the Cloud’, dedicated servers. It’s unclear what will happen with GAIKAI and PS3/PS4 side.
When Mark Rubin could reply to that question he decide to “evade” and proceed to talk about dedicated servers in PC which he didn’t know how will work hence the game is still under development.
He keep talking about the game but continued to evade or ignore certain details. One thing that caught my attention was the way of discuss about Infinity’s Ward’s philosophy on developing this game and programming Mutiplayer to make use of dedicated servers:
“Basically the overall reasoning behind it all is we’re always updating the games, even whether the community knows it or not.”
What you think?.
Call Of Duty has always had a bit of a special place in its heart for Xbox, at least since Modern Warfare, but when dedicated servers were announced recently it never seemed like it could be exclusive to Xbox One and Xbox 360 – not when so many gamers have demanded the feature.
But Call Of Duty: Ghosts recently announced dedicated servers for Xbox One during Microsoft’s press-only event at Gamescom, revealing that the game will finally use dedicated servers instead of the usual peer-to-peer system.
But Infinity Ward revealed that the feature comes courtesy of Microsoft’s almighty ‘Power of the Cloud’, and that the dedicated servers will be part of the Cloud servers available for Xbox One developers.
Does that mean the PS4 and the PS3 will be left out? Will Infinity Ward create a whole new system just for the PlayStation?
We asked Mark Rubin to clarify the stance on Call Of Duty: Ghost’s dedicated servers and whether they’re exclusive to Xbox One.
“Well we’re having to not talk about all of it right now,” was Mark Rubin’s initial comment, almost evading it entirely.
“We did mention dedicated servers on Xbox One,” he continued, “one thing I can say is we’re also doing dedicated servers on PC. So PC will be all dedicated servers, all of it.
“I don’t have details on how dedicated servers are going to work on PC, partly because we’re still in development and still working on all those features.”
Rubin then went on to discuss Infinity Ward’s philosophy on developing Call Of Duty, and programming multiplayer led to the use of dedicated servers.
“Basically the overall reasoning behind it all is we’re always updating the games, even whether the community knows it or not.
“We’re making changes that they don’t know about because we want to see the changes happen without [affecting] peoples sort of free perceptions on what they think has happened, so sometimes we stealth in changes to design and see how they react.”
Rubin explained that these hidden changes were to get more honest feedback from the Call Of Duty community, since explaining a change and asking for feedback often resulted in answers that “are just not as honest as they should be.”
Rubin then went on to explain the challenges that comes with developing a multiplayer game – and controlling the internet within a game – and how dedicated servers will resolve many of these issues.
“Dedicated servers is definitely one of those things that we think will help,” explained Rubin. “It’s not the silver bullet, but I think it’s something that keeps in our philosophy of always trying to make the game experience better.”
Finally Rubin reiterated his point, dedicated servers are “on PC and it is on Xbox One, but I can’t talk about any other platforms.”
So that’s not a no, but it’s not quite a yes either? Will the PS4 and PS3 versions of Call Of Duty: Ghosts have access to dedicated servers?
Right now we’ll have to say no, but as it stands this special relationship with Microsoft might just keep Infinity Ward from saying anything at all, perhaps to give it an imagined upper-hand in the next-gen console wars.