It's funny, this topic came up in the discussion of Ars Technica's coverage of GoG Connect :
And specifically, about multiplayer and cd keys :
http://arstechnica.com/gaming/2016/06/transfer-steam-games-to-gog-connect-drm-free/?comments=1&post=31324745 (In particular, how people had issues playing GoG sold UT2004 on LAN because of them having the same cd keys... despite having bought multiple versions of the game?)
a4plz: This kind of online verification isn't DRM, although it achieves a similar function. Lack of local multiplayer is more of a missing feature than anything, since implementing it in a user-friendly way requires extra developer effort, distinct from the effort of setting up company-hosted servers which are much easier to manage and debug.
Edit: or is this thread about local multiplayer games which "phone home" to a server anyway?
No, I don't buy it. If a developer sets up their own networking code, then I'm pretty sure that it's straightforward to set up a GUI box to type the IP in. In fact I'm willing to bet that most test versions of the games have either this, or a command-line interface to do this.
The issue is that developers nowadays don't bother making their own networking code, and instead use already ready SteamWorks (mostly) and Galaxy (sometimes).
Like what Brad Wardell of Stardock says :
http://forums.ashesofthesingularity.com/474958/get;3616881
@Splitterbruch
Do you really mean to say that I can't join the game my friend is playing at all? If so, that is totally insane. Why would you split the online community like that? Do you plan to release paid map packs and paid for armies or units, too?! Since those kinds of DLC are a great way of splitting the community further..
@Frogboy aka Brad Wardell
The platforms provide the networking services these days. GOG has theirs. Steam has their own. Unless we wanted to build out an entire networking infrastructure for this, we can't do it. Eventually we hope to actually do that but no time soon.
The short answer, unless Valve/GOG create some sort of shared MP platform, that's the way it is.
Creating a lobby is easy. Creating a worldwide internet connection infrastructure is a different thing. Same thing happens on XBOX vs. PS4 games regularly too.
And look at the reactions of people that bought the game on GoG :
https://www.gog.com/forum/ashes_of_the_singularity/forcing_gog_galaxy_multiplayer_between_steam_and_galaxy_updates https://www.gog.com/game/ashes_of_the_singularity (read the reviews)
A recent example : Homeworld Remastered has just been released on GoG :
https://www.gog.com/game/homeworld_remastered_collection (very late compared to Steam, as usual)
And it would seem, that, like most modern, mid/big budget games, it has "platform" multiplayer, with SteamWorks and Galaxy multiplayer being separated.
Furthermore, like it's often the case now (like in a recent Dawn of War 1 patch for Steam),
it would seem that multiplayer has been stripped of the Classic versions of the game,
including the full Internet Protocol multiplayer.
Ixamyakxim: Funny enough, I'm one of those paranoid people that feels a lot better about something like Galaxy handling my multiplayer connects, as opposed to giving random people access to things like my IP and / or joining some shady server. I'm sure 8 times out of 10, if I'm playing with forum friends I'm a-okay, but I still worry!
Wouldn't either :
- these people be able to find out what your IP is without the game telling you
- these people not be knowledgeable enough to cause you harm
?
Johnathanamz: Also another way to ban hackers is to use a ANTI-CHEAT system like Punkbuster.
And video game publishing companies and video game development companies need to stop using Peer to Peer (P2P) for the multiplayer of the PC versions of their video games that they sell and have multiplayer..
xbeanx3000: If the person has no identity in a multiplayer game because the online side is open and free, how can Punkbuster ban them?
I totally agree with the last point as peer2peer is soooo annoying! The host leaves then BANG. The host lags then BANG. Sometimes there's jittering and stuttering. Sometimes games run smooth. Aargh! I'm looking at Mass Effect 3 multiplayer and PayDay games for me recently., but most games use peer2peer and for a final insult they remove LAN options which the console versions have!
I don't have (any?) experience with peer to peer multiplayer, but how what you are saying is better than the host disconnecting (because his dog has unplugged his router cable or something), and you ending up losing hours of progress (because the save games are only kept on host's computer)?
Soure_of_Truth: LAN mode would solve that problem and is much appreciated anyway...
zeroxxx: Hah, believe me those lunatics would still whine about it. Only LAN they say.
For my part, I would prefer for all (relevant) games on GoG to have full Internet Protocol multiplayer.
(I would only call "LAN" those games where you cannot type the IP yourself and therefore can only connect to the hosts on your Local Area Network.)
But this has been discussed here many times before :
https://www.gog.com/forum/general/gog_multiplayer_games_aret_drm_free/page1 https://www.gog.com/forum/general/about_the_trend_of_drm_for_online_multiplayer_through_gog https://www.gog.com/forum/general/gog_galaxy_what_about_lan/page1 https://www.gog.com/forum/general/should_gog_require_galaxy_ready_games_to_have_landirect_connect/page1