
But a community project has worked around this. There are a few exceptions to that - AvP2 ran into problems recently when they shut down the master server/s.

#MADDEN 08 PC INSTALL LIMIT SOFTWARE#
And the games with dedicated server software - games like Quake, which came out in 1996 - are still just as playable today as they were back then (often more so thanks to enhanced community-created features). We have watched games rise and fall over this entire time. Our company has provided commercial game server management services for almost 10 years for a large ISP client in Australia. You probably missed the rage of pc call of duty players that now have to use the same matchmaking system(iwnet) as console players without dedicated servers You are wrong, most console games don't have dedicated servers, and you can host even if you are behind a nat, they probably use something like udp hole punching not on a console on someone's home ISP connection) or for a public server to act as a relay for those that can't connect directly. Also having a console act as a server means having to deal with NAT, firewalls and other routing/network issues - the only guaranteed way for all the consoles to see the server being if the server is public (i.e. If one was than that player could have a significant advantage due to relative latency issues. I'm pretty certain that in all cases none of the consoles involved is acting as a server. From what I understand, I thought each of these games on consoles, that one of the players will be the 'server' - and that the role of the EA server is matchmaking etc, but clarification would be cool.
