bobs...onGaf
Member
FyreWulff said:It'd be more feasible to have Halo 2 multiplayer brought back as it was already "internet aware" in that it already uses asynch networking.
The big issue with Halo 1 is you cannot have it be 1:1 with the original experience because the original game uses lockstep networking. So you either decide to piss off the people that wanted "halo 1 but over live" exactly like the original by making the needed changes for it to function in an asynch world, or piss off new players by limiting the max unique boxes in any game to 4, because you are NOT going to be doing 16 player lockstep networking. You'd have 5 second input lag.
Perfect Dark XBLA got online working even though the original multi was splitscreen only by shutting off physics objects in online mode. You can't quite get away with that in Halo 1.
And then you add in the fact that for online to even be functional you'd have to seal off all the maps, and now you piss off all the people that bitch that the maps are no longer 1:1.
Honestly, leaving multiplayer out of Anniversary is the best move with those kinds of options.
Hmm, a straight port wouldnt be possible, but what did they do with Halo PC? I know that was laggy as hell, but if they reworked it with that then surely they could have reworked it here but used better netcode? Or did Halo PC stick with Lockstep and thats why it lags so much?
Out of interest how does Halo 1 multiplayer over Xlink work then? Apparently it works fairly well. Surely if that allows for decent connections they could have emulated that?
I agree more with your point in the other thread about player populations to be honest. Somehow I think that if they put the resources into it they could get Halo 1 working over live and be true to its original. I just dont think the work was justifiable considering that they would have risked splitting the population, or worse not attracting very many players.