The only reason Halo hogs bandwidth is, as you pointed out, it was only designed to be used in LAN scenarios. No internet optimizations were needed because no one expected people to use the XBOX online until XBOX Live was ready.
The services provided by GameSpy and XBConnect (and others) are third-party tools, built based on demand from XBOX users wanting to play online.
Halo 2 will support XBOX Live, so it (as well as other Live games like Unreal Championship, NFL Fever 2K3, etc.) will be optimized for internet play. However, since XBOX Live is a broadband only network, the games will be optimized for broadband. If the games can still somehow be used with services like XBConnect, etc., most, if not all games will still require a broadband connection (target is 128k and up IIRC). Modem users will still be out of luck in most cases because there is no reason to test and optimize for that scenario as their normally would be in the PC space (may have luck if the game is a PC port).
Most likely, however, the only way the games can be used with XBConnect, etc., is with their LAN-play option, unless you can trace the IP they connect to for Live Games and route the data to a different address (assuming the game doesn't have extra security features). So even then, it is probable that the only way of playing online through something other than XBOX Live, will still invole using large amounts of bandwidth (due to different network settings when using the LAN-play vs. the Live options).
To put it simply:
Live is built with this in mind, as are Live-supporting games.
The problems that you now have with online play are due to networking code optimizations for a LAN instead of the internet -- the equivalant of playing Quake 3 or UT online in LAN mode with the packet updates pumped up really high. Current internet play is not supported or endorsed by MS. They have just been cool about the third-party tools/services being available.
Since MS is pushing for Live to be the way to connect your XBOX to the internet with a put-disc-in-and-play paradigm, it is likely that Live will be the only way to play without lag unless you get an indirect benefit of some game developers using the internet network settings in LAN mode also.
This post was edited by n4cer on Sunday, August 11, 2002 at 04:51.
|