Currently, the way you make a game online is to program the game individually for the network, which means for x labor you get 1 game made online. So you better make darn sure that is one game people are willing to pay money for.
For the same x labor EVERY game will be turned online with my method. The easiest way to make a universal online system is to beat 16 ms ping time. If you do that then every game is turned online with no individual code for individual games. The only connection that can beat a 16 ms ping time for distances up to 1600 km is Sprint Cellular Direct Connect. (AT&T and Verizon occasionally offer this, but not as consistently as Sprint. It's an everyday emphasized feature at Sprint, unlike the other 2.)
Also if you beat 16 ms, you don't need to have high bandwidths for systems up to the analog joysticks. And if this succeeds for the Genesis, maybe the low ping network will be improved to 300 b/ms then 3 kb/ms then you can do more modern systems in a low-ping way. The only flaw with this is it's ranged. If you want to play outside a 1600 km range, you need to network the traditional way. So don't worry about Xbox Live and PSN, they'll still have a place.
Want to spend x labor to make one game online, or spend x labor to make every game online?





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