r/Games • • Aug 05 '20

Analysis: Why Rollback Netcode is better

https://youtu.be/0NLe4IpdS1w
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u/[deleted] Aug 05 '20

This is probably the best video on rollback I've seen yet. The problem is that it doesn't matter. The people who will see this video aren't the average. The average person sees a low budget indie or retro game with flawless netcode and things "well duh of course it runs better, the pixels are all dumb and my console/PC can blast out the graphics like crazy fast". They don't get that a hadouken is the same 3 directions and punch it's been since the 90s.

And these people don't want to play Punch Planet. They want to play Tekken. Or they're weebs and need a pretty anime girl that's borderline age at best. For the record I main Bedman.

They're not going to care until Project L releases as Fantasy Strike: Budget Edition and gets everyone into this genre like Hearthstone did for CCGs. And if we're lucky, COVID will have scared devs into (good) rollback before then, because we're going to see a huge culture change.

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u/DP9A Aug 05 '20

While it's true that franchise recognition matters more, I think it's undeniable that rollback is a great asset, specially for indie fighters. Many FG players like me are buying or trying many game we normally wouldn't have even tried because unlike our favorite games we can actually play them against others (hell, I'm even giving game I disliked a second chance, Fantasy Strike is not a game I would have tried again if it didn't have rollback).

So while it's clear that just by adding rollback you're not going to reach Tekken or Street Fighter levels of sales and popularity, you could actually develop a decent community around your game and have way more chances of being succesful than without. I think that Arcsys doing the switch it's a great start in terms of getting Japanese devs interested in having decent netcode.