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The original game did not contain multiplayer and the developers have given a reason why the remake cannot. You are doing yourself a disservice by not buying the remake because on a feature that was never meant to be included in the first place.
They should be able to get it to work. "Lag" is not a reason to not have online multiplayer. This is nearly 2014, we are not in the world of 56k modems anymore. They are being lazy... I can't see any other explanation for it.
+1
How are you supposed to remake a competitive game without an online multiplayer support ? It's like making a driving game or a RTS game without online multiplayer competitions and matchs, it's pointless.
If it is still possible to implement I urge them to do it. I think the success of this reboot depends on it.
I've never played speedball but I've played smash ball and a few other future sport games. I honestly love them. Honestly I don't see this as a game I'd ever want. I am simply going to put it this way.
Devs, if you want to create local multiplayer only games then release them on platforms that have major support for that. No one wants to to hook up two keyboards and make sure the opponent doesn't cheat by hitting your set of keys. Additionally online multiplayer is the only major reason to even play this game. It's competitive but you are basically removing all the competitors. So I play one of my friends 10 times, beat the crap out of them because I own the game and they would just come over and play... Why are they or even I going to want to play?
Lastly! I am a game developer myself and can understand the pitfalls of a networking a game together. Lag is a big deal. Finding ways to setup servers and have them communicate is a pain in the ass and this framework/system will take up a large portion of your development time. K but check it: http://msdn.microsoft.com/en-us/library/s3f49ktz%28v=vs.90%29.aspx shows the data types by size. Major thing because you will be sending these over the network so lets do some calculations. float and int are both 4 bytes. depending on how your game is setup you will need either 2 floats or two ints to send the position of one player. So to simply send 1 players position is 4 bytes. But how often do you want to send it? My fixed update functions always run at 20 herts so thats 20 times a second. That is 80 bytes a second. For a server with 20 players it's 1.6 kB/s constant download but that also means that each client is going to be getting updated with the same information. 1.6kB/s for each client on download as well. Just to send player position. See how 8 bytes quickly can take up 1.6 kB/s? But their complant is about lag. While bandwidth can cause lag issues it's usually distance to the host that creates the most major problems with games now days. So how do we resolve issues where the client isn't able to send the data fast enough? Network prediction. By this we can help relieve lag. How we do this is the server sees the last 2-3 packets have all been the player running to the left. So it assumes the next 2-3 packets will be the player running to the left and until it gets an update sends that to all the clients. When/if the client updates with someone different like the player stopped then it creates a rubberband effect (yes rubberbanding is caused by poor network prediction and completely implimented by developers.) where the server then sends out the right things to the client. So all around the networking part of a game is rough but if the developers don't see this majorly competitive based game as requiring networking to get off the ground then all we can do is wait and see.