Y'know, the games may have been simpler in the before times, but connecting a console online seems to have led to this far more often than it has anything new and innovative.
I know the WiiU launched back in 2012, and that's a long time ago, but it didn't do so hot. So much so that they ported a lot of the Wii U's library to the Switch.
I get retiring older things, but here's the thing, you brought a lot of that old thing to the new thing, and you don't have to retire it.
Or, and I know this is a strange concept, but just stop making digital things with expiry dates. If you don't want to keep it going, don't give it a server component and make it entirely peer to peer.
It'd be nice if they'd release the server binaries when they shut the servers down, so fans can run their own.
I don't think anyone expects the original devs to run these old online servers forever, just provide a way for others to do it.
And yes I realize this is sometimes tricky in and of itself, as you'd likely end up with binaries that required some ancient OS version to run correctly. Still better than nothing.
Or just give schema on the communications required, so one can at least build a middle layer without reverse engineering everything and perhaps make a setting to redirect where it communicate, This should protect the company from all the pesky copyright which might be in the binary.
Something like the Dreamcast (or Nintendo's obscure 90's online services) is excusably old enough, and burdensome to Sega's business strategy. There are also community hacks to play those old machines online, even though PC is a superior platform for online retro-gaming (incl. emulation). The Wii and the U are modern enough (broadband era) where maintenance mode would be a rounding error. In cases like the first two Xboxes causing problems for Xbones' Xbox Live, Micrsosoft should have released a patch making it easy to connect an older console to a community ran master server. That'd be preferable to rearchitecturing to P2P.
For example, every time I check in with the Kawaks community, it's still going. Maybe not as strong as it once was, but I never had trouble finding a game.
Right in many cases, I'm specifically criticizing Nintendo. They have abundant capital and willing manpower (internal or contract), but their c-suite has a track-record of wanting control over their consumer base. If Wii online was burdensome to maintain, it's because they had an entrenched engineering culture that made patching the Wiis less sensical than the fitness of a stereotypical US Southern inbreed. Uii and 3DS discontinuation was Nintendo wanting to milk customers within an acceptable level of negative publicity.
Y'know, the games may have been simpler in the before times, but connecting a console online seems to have led to this far more often than it has anything new and innovative.
I know the WiiU launched back in 2012, and that's a long time ago, but it didn't do so hot. So much so that they ported a lot of the Wii U's library to the Switch. I get retiring older things, but here's the thing, you brought a lot of that old thing to the new thing, and you don't have to retire it.
Or, and I know this is a strange concept, but just stop making digital things with expiry dates. If you don't want to keep it going, don't give it a server component and make it entirely peer to peer.
It'd be nice if they'd release the server binaries when they shut the servers down, so fans can run their own.
I don't think anyone expects the original devs to run these old online servers forever, just provide a way for others to do it.
And yes I realize this is sometimes tricky in and of itself, as you'd likely end up with binaries that required some ancient OS version to run correctly. Still better than nothing.
Or just give schema on the communications required, so one can at least build a middle layer without reverse engineering everything and perhaps make a setting to redirect where it communicate, This should protect the company from all the pesky copyright which might be in the binary.
Something like the Dreamcast (or Nintendo's obscure 90's online services) is excusably old enough, and burdensome to Sega's business strategy. There are also community hacks to play those old machines online, even though PC is a superior platform for online retro-gaming (incl. emulation). The Wii and the U are modern enough (broadband era) where maintenance mode would be a rounding error. In cases like the first two Xboxes causing problems for Xbones' Xbox Live, Micrsosoft should have released a patch making it easy to connect an older console to a community ran master server. That'd be preferable to rearchitecturing to P2P.
Agreed.
For example, every time I check in with the Kawaks community, it's still going. Maybe not as strong as it once was, but I never had trouble finding a game.
Right in many cases, I'm specifically criticizing Nintendo. They have abundant capital and willing manpower (internal or contract), but their c-suite has a track-record of wanting control over their consumer base. If Wii online was burdensome to maintain, it's because they had an entrenched engineering culture that made patching the Wiis less sensical than the fitness of a stereotypical US Southern inbreed. Uii and 3DS discontinuation was Nintendo wanting to milk customers within an acceptable level of negative publicity.