hoak
06-21-2012, 02:32 PM
Match Making Systems as the sole means to start, find, and join/connect to games even in those rare cases where they are virtually without bugs or issues; always make for PC games dramatically less accessible and popular then even less compelling games that offer Server Browsers.
Match Making Systems suffers the same functional dissonance and ergonomic limitations on PC that the notion of putting full feature level design and mod tools on Consoles to be operated solely with the thumb controller would create with that audience.
PC Gamers choose the PC as a gaming platform for the freedom, flexibility, control, and choice the platform affords them -- and game Publishers insistence on trying to foist top-down, console derivative Nanny features not only goes against the very grain of the platform -- it's objectively dysfunctional as all parties concerned suffer.
Essential capabilities that Server Browsers offer that Match Making Systems can NEVER match is it allows a Player to see ALL connectible games, see them concurrently, and make an immediate, educated choice based on his or her preferences of:
· tolerable latency
· map being played
· game mode
· game size
· friends that are playing
Many Players are willing to tolerate higher pings, unpopular maps, and even prefer smaller games just to be able to play with a friend, or join and play a game quickly, or even just to be able to play at all, and not wait for five minutes for someone else's contrived notion of what his/her priorities of game to join should be.
Even the slowest, most inexperienced, and cautious Players are able to make a decision and connect to a game or multiple game(s) faster using a Server Browser then even the most efficient MMS (and GR:O's MMS is far from being the most efficient or efficacious) -- and Server Browsers offer the only reliable means to connect to and start games when game traffic/play-share is low -- sustaining game-play when it's most critical.
That literally every financially successful P4F/P4C MMOFPS hit the market either initially with a conventional Server Browser, or went to market with an MMS and later rolled out a Server Browser and without exception saw play-share more then double should (one would think) make the case that MMS are inimical to not only the preference of PC Gamers, but the play-share required for revenue success.
:nonchalance:
Match Making Systems suffers the same functional dissonance and ergonomic limitations on PC that the notion of putting full feature level design and mod tools on Consoles to be operated solely with the thumb controller would create with that audience.
PC Gamers choose the PC as a gaming platform for the freedom, flexibility, control, and choice the platform affords them -- and game Publishers insistence on trying to foist top-down, console derivative Nanny features not only goes against the very grain of the platform -- it's objectively dysfunctional as all parties concerned suffer.
Essential capabilities that Server Browsers offer that Match Making Systems can NEVER match is it allows a Player to see ALL connectible games, see them concurrently, and make an immediate, educated choice based on his or her preferences of:
· tolerable latency
· map being played
· game mode
· game size
· friends that are playing
Many Players are willing to tolerate higher pings, unpopular maps, and even prefer smaller games just to be able to play with a friend, or join and play a game quickly, or even just to be able to play at all, and not wait for five minutes for someone else's contrived notion of what his/her priorities of game to join should be.
Even the slowest, most inexperienced, and cautious Players are able to make a decision and connect to a game or multiple game(s) faster using a Server Browser then even the most efficient MMS (and GR:O's MMS is far from being the most efficient or efficacious) -- and Server Browsers offer the only reliable means to connect to and start games when game traffic/play-share is low -- sustaining game-play when it's most critical.
That literally every financially successful P4F/P4C MMOFPS hit the market either initially with a conventional Server Browser, or went to market with an MMS and later rolled out a Server Browser and without exception saw play-share more then double should (one would think) make the case that MMS are inimical to not only the preference of PC Gamers, but the play-share required for revenue success.
:nonchalance: