3/11/2023 0 Comments Star craft battlenet![]() So, that's how we we ended up in a situation where that classic service had left us with East Asia, Europe. To you it would look like a bug, and what happened from there was we said, “well, we don't know how to fix the internet in the mid ‘90s, and it's not good.” So, we kind of took the only approach we could, which was to separate out these different, disconnected regions. So, you'd be in general chat, and you could actually be in two different copies of general chat. Servers would just connect to one another, so you'd have chat channels that would actually like fork through one another. We'd actually have to push it across the internet cables over into Asia, and it would create tremendous amounts of lag. StarCraft just popped so big over in Korea, we actually ended up having issues around keeping the databases around the world in sync, where you'd have a bunch of Korean data that would be there. ![]() That was one of these things where we're just sort of learning it by trying. By doing that, we introduced some persistence, some level of – I don't want to say accountability – but just like: “this is who I am and my online persona,” and we had one of those for the entire world. With StarCraft we said, “you know, we actually want to up the game some,” and so we said let's get some accounting to this. They could disconnect and come back on just under a different screen name, and and we couldn't do a whole lot about it. When people would ban you, like we'd have mod or a couple of our guys in the back, and we'd we go “hey, this guy's kind of being a jerk” or what-have-you, and we would kick him out of the channel. Except, well, it led to this sort of Thunderdome environment of chat channels. There was no like account – it was just “this is who I am,” and that was super awesome. You've just put in your display name, and that's it. The good thing was it was super easy for you to get online and connect, because what you do is you go in, click that and, boom, you're on the service. In its core, it really was about just driving like social engagement, like the chat channels and the ability for people to hop in – that mirroring of IRC functionality. But, it definitely was a very different time in terms of connectivity, and so that initial Diablo was really our, “OK, let's even find out whether this is a real thing.” We were young, and we had mirrored some of what we saw in IRC as well as even other services, like Kali and so forth, just to help like inform how we would want players to interact with one another. I don't know how much you remember of the the mid-’90s internet, but it would have a bunch of people on modems, and ISDN, like, 2 was hot shit if you had one. ![]() The whole reason we did that wasn't because we were necessarily looking to get a ton of feedback against Diablo as a game, but we were actually looking to get feedback on whether or not as a service was even a viable thing. And so, the CD that we had shipped out was labeled ‘ Beta Version,’ and included on the beta version was Diablo 1. Robert Bridenbecker: Back actually when we did Diablo, not a lot of folks remember this, but the very first public beta of a Blizzard game that we did was actually a beta. This post was from a user who has deleted their account.TechRadar: Now, StarCraft wasn’t the first Blizzard game with – I believe that was Diablo – so what did the team learn back then with the first application of the service that it then took advantage of in making StarCraft’s ? This post was from a user who has deleted their account. I'd say its about time they present with somewhat finished work and give a teaser demo or beta for us to play. Just the preview? Like its their second update to previews. Power overwhelming, but delaying the progress.>.< HELP MY CAPS IS STUCK AND IT WON'T TURN OFF Comment by 57943 on T17:56:22-06:00 LONG LIVE BATTLE.NET AND ALL ITS BUGS! Comment by 57943 on T17:47:42-06:00
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