28th March 2004, 11:59 AM
What do you mean 'play one of those D&D type games'? Pen & paper RPGs? I've always wished I could do that more but that needs 'friends'... :)
And yes, RPGs with multiplayer where there is a DM with real power and mission creation and stuff are rare. The only ones I know of are the older Vampire: The Masquerade - Redemption (I think that's the title) and Neverwinter Nights... haven't played NWN, but that multiplayer mode does sound pretty cool. If complex and very hard to make missions for...
I've noticed various kinds of multiplayer in online games. Some use a system where one person hosts and the others are connected to them. Often this means that the host has no lag and the others may have much more... most RTSes seem to use this model, actually. It's very obvious in Netstorm for instance... hosting is good. :D That game is a lot easier to play when you can bridge and build without waiting for the lag to say that your bridge exists (that can cause huge frusteration when bridges you 'built' when someone with lower ping cuts across before the server recognises them...)...
In a FPS it's similar really (that is if the host plays... frequently they do not, as hubs are often run around the clock on dedicated servers), but FPSes are even more lag-reliant and having a high ping can make playing really hard...
And yes, RPGs with multiplayer where there is a DM with real power and mission creation and stuff are rare. The only ones I know of are the older Vampire: The Masquerade - Redemption (I think that's the title) and Neverwinter Nights... haven't played NWN, but that multiplayer mode does sound pretty cool. If complex and very hard to make missions for...
I've noticed various kinds of multiplayer in online games. Some use a system where one person hosts and the others are connected to them. Often this means that the host has no lag and the others may have much more... most RTSes seem to use this model, actually. It's very obvious in Netstorm for instance... hosting is good. :D That game is a lot easier to play when you can bridge and build without waiting for the lag to say that your bridge exists (that can cause huge frusteration when bridges you 'built' when someone with lower ping cuts across before the server recognises them...)...
In a FPS it's similar really (that is if the host plays... frequently they do not, as hubs are often run around the clock on dedicated servers), but FPSes are even more lag-reliant and having a high ping can make playing really hard...