It will soon be feasible to control your XBox Series S and X games consoles using your TV’s remote control or have “one-touch” access to your games session.
This feature is currently in pre-release testing and is to be part of an upcoming major feature update for the XBox games consoles’ operating systems, It is to be dependent on your TV supporting HDMI-CEC functionality under its various names like Simplink, Anynet+, Viera Link or Bravia Sync. This is something that respected TVs should be equipped with in order to simplify the user experience when you have multiple video peripherals.
You could even use the TV remote control to watch Netflix on your XBox Series X or S console.
There is already some HDMI-CEC functionality going on with these consoles where the TV will switch on and switch to the input you have connected the XBox to when you switch on your console. But this is about extra functionality with both the TV’s remote control and the XBox game controllers.
Firstly, it will be about using the TV remote controller’s D-pad to navigate the XBox’s menus or any menu to do with content-streaming apps on that console. It may also be about using the transport buttons (play, pause, etc) to start and stop video content you are watching on the XBox. This will come in to its own for those of us who use these consoles for watching Netflix or similar video-streaming services using the XBox S or X.
But it will also mean that the “XBox” (stylised green X) button on the game controllers will also be a way to switch the TV and audio equipment on and over to the XBox console ready for some gaming. Here, it may be advantageous where you just leave the XBox on so it can download game updates or newly-purchased games as necessary but either turn the TV off or “switch away” to another source like broadcast TV or another media player between games. That leads to purely a “one-touch” experience when it comes to wanting to get going with your favourite XBox games.
What I see of this is you being able to use the appropriate control device for the activity you want to use the XBox S or X console for. That means to lounge back in the armchair with your TV remote if you want to watch Netflix or to use the game controller if you want to play that game.
An issue I raised in a previous posting regarding computer and video games, especially console games, is that it can be difficult for some people to learn how to play a video game.
One of the situations I was thinking of was where a younger game player was showing an older person who is interested in cricket how to play a cricket video game on his console. He then offered the older person a try at the game but the older person found it difficult to work out what effect the different buttons on the control had on the gameplay.
Here it may be about dealing with which buttons to use on a particular controller to achieve a particular result, especially has today’s game-console controllers have many different controls on them and it may be difficult to work out which button, joystick or trigger does what if you are now to these devices.
As part of Microsoft releasing the XBox Adaptive Controller, they also added to the XBox One and to Windows a “co-pilot” mode. This isn’t just part of running two controllers with two different operation methods together. But it could be to allow an advanced game player to give a helping hand to a novice game player. It is similar to the practice followed by most driving schools where the driving school’s fleet of cars are equipped with dual-controls. This allows the driving instructor to control the clutch and brake in order to override what the learner driver is doing in case of an emergency, thus being a safety net for novice drivers.
Here, you have to have at least two controllers connected to the XBox or Windows computer to have Copilot Mode active. The rule with the Copilot Mode is that the first controller you turn on ends up as the primary controller for setting up this mode. As well, it is a good idea to do the initial setup routine with your typical XBox controller, now seen as the primary controller if you are using something like the XBox Adaptive Controller as your complementary controller.
XBox One games console
Connect the secondary controller to your XBox for copilot use. The copilot doesn’t need to sign in with their XBox account for this to happen. As well, the primary player is able to record their achievements on the XBox leaderboard.
Using the primary controller, press the large X button to open the Guide, then select the Profile & System menu. Select Settings, then Ease Of Access, then Controller in that menu.
Choose Copilot Settings and select the “Turn on Copilot” option to enable this mode.
You will see the secondary controller listed. Here, select that controller to work in Copilot mode.
At this point, your XBox controllers are linked as if they are dual controls.
When you are done with Copilot mode, go back to the Copilot settings menu and select “Turn off Copilot”. Both controllers then work as if they are for separate players.
You need to follow this method if you want to maintain access to and control of any advanced features that your secondary controller may have. This may be to support custom button mappings or enable vibration to provide haptic feedback during gameplay.
Connect the secondary controller to your XBox for copilot use
Go to the My Games And Apps menu then select XBox Accessories. You may have pinned the XBox Accessories app to your home screen perhaps to have more control over game-controller customisations.
Using the XBox Accessories app, assign the secondary controller to your current login
Go to the top menu on your XBox Accessories app, then select the three-dot option on your primary controller.
In this menu, you select the Turn on Copilot option to enable this function on your controller.
At this point, your XBox controllers are linked as if they are dual controls. You also maintain customisations for each of the controllers like vibration feedback or custom button mappings.
When you are done with Copilot mode, go back to the Copilot settings menu in the three-dot option for your primary controller. Then click “Turn off Copilot” to return the controllers to normal dual-player operation.
Windows 10 computers
Here, you need to download and install the XBox Accessories App from the Microsoft Store. This will provide increased control over any XBox controllers you have connected to your computer.
Connect both controllers to your Windows 10 computer as mentioned in the prior article. This can be done via USB or wirelessly and you may find that the latest controllers will support Bluetooth connectivity.
Run the XBox Accessories App whereupon you will see both controllers represented on the screen.
Click the three-dot option under your primary controller. Then click the Turn on Copilot option in that menu to enable this function. This will only apply to the two controllers.
When you are done with Copilot mode, run the XBox Accessories App and select the three-dot option under your primary controller. Then select the Turn off Copilot option in that menu to return to normal two-player operation.
If you are helping someone handle that game, it may be better to take a similar approach to how driving instructors help and teach novice drivers even when using dual-control vehicles. That is to allow the novice to do the controlling themselves but take the reins when things become difficult.
As well, it may be about allowing the novice to familiarise themselves with the button layout on the controller and allow them to work the game at their own speed.
If the game does have any online play abilities, you may find that playing the game in a manner where the computer is the only effective opponent may be what you need to do when you are helping a novice game player. This means that you aren’t playing against real people at remote locations who may not be understanding about novice or occasional game players.
Recently, Microsoft launched the XBox Adaptive Controller as an accessible games-console controller for people who face motion and dexterity-related disabilities. They even promoted it in a TV commercial ran during this year’s Super Bowl football match, which would have been considered to go against the grain for the usual sporting and video-game audiences.
This has been part of Microsoft’s step towards inclusionary gaming and I had written in the article about that controller not just to focus towards providing video gaming for disabled people. But I also called out the therapeautic value that some games can have for elderly people as well as disabled people with Microsoft offering a lower barrier to entry for independent game developers to create games that underscore that concept.
It has actually been underscored in a recent CNET video article about the XBox Adaptive Controller being used to help a US war veteran who lost some of his motion and dexterity in a motorcycle accident.
But Logitech have taken this a step further by offering an accessory kit with all the necessary controls for US$99. This kit, known as the Adaptive Gaming Kit, makes it more affordable for these people so you can have an accessible gaming setup to suit your particular needs without having to choose and buy the necessary accessories. Here, it is important especially if a person’s needs will change over time and you don’t want to have to buy newer accessories to suit that need.
The package comes with rigid and flexible mats with Velcro anchor points for the various buttons and other controls. The flexible mats can even allow the controls to be anchored around a chair’s arms or other surfaces while the whole kit can allow for the equipment to be set up and packed up with minimal effort. The controls all have their own Velcro anchor points and screw holes for anchoring to other surfaces.
Logitech used their own intellectual capital in designing the kit while working with Microsoft to evolve the product. Here, they implemented their own mechanical-switch technology that is part of their high-end keyboards including their low-profile switches used in their low-profile keyboard range. The large buttons have stabilisers built in to them so you can press them from anywhere on the button’s surface. This leads to them not reinventing the wheel when it comes to the product’s design or manufacture because of the use of common technology.
What I have liked about Logitech’s Adaptive Gaming Kit is that the idea of accessible gaming comes at a price point that represents value for money. This is compared to various assistive-technology solutions which tend to require the user to pay a king’s ransom to acquire the necessary equipment. It has often led towards the government or charitable sector not getting their money’s worth out of their disabled-person support programs due to the high cost of the necessary technology.
Welcome to the new age of making assistive technology become more mainstream, not just for disabled users but for the realities associated with the ageing population such as ageing Baby Boomers and people living longer.
When I visited the PAX 2019 gaming exhibition in Melbourne, I had noticed a distinct interest and appeal towards the indie game sector as distinct from the mainstream AAA+ games sector. This became of interest thanks to Untitled Goose Game becoming the talk of the town as a strong example. As well, the Victorian Government was using this show to showcase games that are developed locally as part of using public arts funding to support this kind of game development.
Here I had noticed a significant number of approaches to how these games worked. One game I had noticed was what would be called a Web game or browser game that can play within a Web browser. This method was a common approach for online games sites like Miniclip or games offered by Facebook and co as part of their platform.
I had talked to some of the games developers in this class of game and they noticed that the games exhibited modest performance requirements. It was true of the games that were written to be native to the host device’s operating system. This would mean that they could be played on a business laptop or home computer that has an integrated graphics infrastructure and baseline RAM.
But most of the laptops that were being used to play these games were connected to AC power rather than working on battery power. Here, I raised the issue with one of the game developers about their games’ power-requirements and optimising them to run efficiently especially if the laptop is to be run on battery power, and they concurred. One use case regarding power efficiency for games I was thinking of are overseas travellers who want to while away a long flight playing one of these games.
Similarly, these games are able to be played casually. That is to be able to provide enjoyable gameplay over short or long sessions whereas a significant number of popular AAA+ games tend to require long intense playing sessions. As well, a lot of the indie games appeal to a wide audience including those that are easily pushed out of video gaming like women or older people.
The indie games also don’t convey aggressive or highly-competitive ideals which do increase their appeal to parents and others who are concerned about what is conveyed in most of the popular video games on the market. This factor is becoming very important due to an increasing awareness about social values and how popular culture respects them with it impacting on how we consume media.
A situation that a lot of these developers do face when writing their games for the console platforms or porting an existing title that way is the tight requirements. Here, they have to make sure that the game handles all error conditions including if a controller is disconnected mid-play. There is also the requirement for the game to be playable with a handheld controller that uses one or two D-pads, a joystick and mapped buttons.
These points are highlighting the key differences that the indie game scene is about where a distinctly different vibe exists compared to the AAA+ video games offered by the mainstream game publishers. This is very similar to what is seen with film where the art-house and independent movies carry a different vibe to what the Hollywood blockbuster movies offer.
Keeping the indie gaming scene continuously alive and maintaining the existence of standalone independent games studios around the world can then allow for a diverse range of games that appeal to a wide range of tastes.
What is being realised now is that independently-developed electronic games are appealing to a larger audience than most of those developed by the mainstream games studios.
A case to point that has appeared very recently is Untitled Goose Game. This game; available for Windows or MacOS regular computers via the Epic Games Store, and the Nintendo Switch handheld games console via its app store, is about you controlling a naughty goose as you have it wreak havoc around an English rural village.
Here, it uses cartoon imagery and slapstick-style comic approach of the kind associated with Charlie Chaplin or Laurel and Hardy in the early days of cinema to provide amusement that appeals across the board. It also underscores concepts that aren’t readily explored in the video games mainstream.
This game was developed by a small North Fitzroy game studio called House House and had been underpinned by funds from the state government’s culture ministry (Film Victoria) before it was published by an independent games publisher called Panic.
A close friend of mine who is a 70-something-year-old woman was having a conversation with me yesterday about this game and we remarked on it being outside the norm for video games as far as themes go. I also noticed that her interest in this game underscored its reach beyond the usual video-game audience where it would appeal to women and mature-to-older-age adults, with her considering it as a possible guilty pleasure once I mentioned where it’s available on.
With Untitled Goose Game being successful on the Nintendo Switch handheld games console, it could be a chance for Panic or House House to see the game being ported to mobile platforms. This is more for benefit to those of us who are more likely to use an iPad or Android tablet to play “guilty-pleasure” games. This is in addition to optimising the game’s user interface for the Windows variant to also work with touchscreens so it can be played on 2-in-1 laptops.
What is happening is that there is an effort amongst indie games developers and publishers to make their games appeal to a wide audience including those of us who don’t regularly play video games.
Most video and computer games nowadays implement an online leaderboard as part of the way they operate. They typically require you to log in to the leaderboard to persist game data “in the cloud”, support social gameplay including discovering newer opponents or the maintenance of challenges and leaderboards so players can compete against each other on the game.
Game studios tend to write their own leaderboard that is specific to that game’s needs but the game-distribution platforms are running their own leaderboards to offer this same functionality to all studios and games.
a smartphone or..
It typically leads to a game-recommendation engine to recommend games similar to what you play a lot, subscription-driven gameplay or digital software locker functionality for the titles, typically to keep you with that platform. In some cases, they offer a means to measure your prowess as a gameplayer or as a specialist in particular game types, typically to match you with opponents of a particular skill level in that kind of game.
The leaderboards offered by the distribution platforms make it feasible for a small-time or indie studio to have this functionality without the game developer having to create a leaderboard and rent the necessary server space by themselves.
a games console like the Sony PS4 or ..
But there is a reality for users who play the same game title across multiple platforms. It is highlighted through someone owning or regularly using computing devices based on different platforms for gameplay such as a “gaming rig” that runs Windows 10, a smartphone that could either run iOS or Android, and perhaps a mobile-platform tablet running either iOS or Android along with a set-top box or games console. The set-top box situation is very real as an increasing number of set-top and smart-TV platforms like the Apple TV or the “décodeurs” offered by French telcos as part of their “n-box” triple-play platforms within France are moving towards the kind of performance associated with games consoles.
a laptop like the Dell XPS 13 9360 8th Generation clamshell Ultrabook or ..
Increasingly, it encourages game studios to port titles to many different platforms but there has to be an approach that allows the player to carry the online experience between the platforms. At the moment, Facebook has achieved the goal of a cross-platform leaderboard but it requires players to be part of this social network which may put some people off the idea due to the various controversies about this Silicon Valley giant. Facebook’s leaderboard supports “provisioning” from one’s Facebook account along with support for native and Web-based games.
Microsoft has extended their XBox Live leaderboard beyond the XBox One games console and Windows 10 computers by providing limited support for iOS and Android mobile platforms. But this is focused towards a Windows 10 or XBox One setup as your main gaming platform.
a set-top device like the Apple TV should lead towards you keeping score and matching opponents on one or more cross-platform online leaderboards
What needs to happen is an effort towards a truly platform-independent gaming leaderboard that facilitates cross-platform gameplay and appeals to multiple game developers and distributors. It has to appeal to a userbase and developer-base that wants to stay away from large social-media powerhouses who see users’ data as the new gold.
A key feature would be to provide support for native-coded and Web-coded games including the newer Progressive Web App games. This is more so as independent game studios work on “free-to-play” games that are written as Web-coded games for play in a Web browser as well as being ported in a native-coded form to iOS and Android mobile platforms. As well, the Progressive Web App is being pitched as a “write once run anywhere” app solution for mobile, tablet and desktop computing.
XBox leaderboard app in Windows 10
The expected functionality would include:
the ability to persist gameplay data and scores in the cloud
support for challenges and leaderboards including allowing venues, sponsors and others who partner with the game developer to run their own challenges
social gaming with opponent discovery on a local and global basis, in-game chat on a one-to-one or party-line basis, and gift exchange for in-game items like microcurrency or game lives.
The leaderboard would have to be child-safe according to established norms and protocols like requirement of parental permission for signing in or participating in sponsored challenges, and support for minimum ages.
Google Play Games – the online leaderboard for the Android platform
The issue of allowing venues and marketers to use the leaderboard to run their own challenges may be of concern to some people who want a life free from marketers and commercialism. But there are people who want to build a tighter relationship with the brands that they value and allow these brands to participate in their online life. Similarly, some games studios may associate with various popular brands to underscore their players’ relationship with these brands and as a monetisation tool.
As well, user privacy would need to be valued in many different ways like user discovery or game-chat access. It also includes whether a notification about gaming accomplishments or level-up scenarios should be shared on to outside social networks, which social networks should be used and who should see this information.
It also includes the ability to provide a single-sign-on experience that can work with a wide variety of credential pools. This is important where a user maintains a set of personal credentials with multiple different credential pools like Apple ID for iOS, MacOS and Apple TV devices; Facebook; Microsoft Account for Windows 10 and XBox One; and Google for Android and ChromeOS. The reason this can happen is due to playing the same game across the multiple platforms.
This could be a goal for companies who are behind content-streaming services, IP-telephony services and the like to engage in if they do want to diversify their offerings. European companies could even jump on the bandwagon especially if they want to tout their end-user privacy and data-security prowess.
What needs to happen is for the games studios to gain access to one or more highly-capable cross-platform game leaderboards so that users can play the games and benefit from leaderboard or game-recommendation functionality no matter the platform they use without being required to “reinvent the wheel”.
Microsoft is now making it feasible to stream your Windows 10 computer’s video output via your XBox One games console. It is being pitched at people who play Windows-based games on their computer, whether from a CD or an online games resource like Steam, GOG or the Windows Store.
This is based on the same Miracast technology used to stream PowerPoint presentations, video clips and the like from a laptop to the Surface Hub large-screen conference-room computer. There is also the ability to use the XBox One’s controllers attached to the XBox to provide player input to the PC game.
You have to have your Windows computer and your XBox One on the same logical network and have the latest version of the Wireless Display app on both devices. It can stream video and audio from most apps and games on the computer to the XBox. The only exception would be protected video content like iTunes or Netflix.
You could play a game that exists on this Dell G Series gaming laptop through your XBox One
As well, your XBox’s game controllers can become the player input for your Windows-based computer game, something that may be of benefit in those games where the keyboard may not be ideal. The software has variable latency configurations so you can set your controller input and display output’s behaviour in an optimum manner for the game you are playing.
At the moment, a keyboard or mouse connected to the XBox cannot serve as an input device for your regular computer, which may be of a limitation to game players who deal with “point-and-click” user interfaces or for combining remote-desktop / remote-assistance software with the biggest screen in the house. You can get around this situation by using a keyboard and pointing device connected to or integrated in your computer.
Another question that will be worth raising with the evolution of this software is whether you are limited to stereo soundmixes when it comes to the sound that passes through this setup. This may be of concern with Windows games that are being offered with surround-sound mixes rather than just stereo mixes.
Here, I would see the new step towards linking your Windows PC to your XBox One as being beneficial for gamers who spend their gaming time between console and PC games. This is more so if they want to use the same large screen for both activities.
In the USA, the Super Bowl football match isn’t just the final NFL football match of the season. It is a TV-viewing experience that encompasses the half-time show and a showcase of highly-polished commercials along with the football game. Here. you enjoy this with your friends while digging those chips in to some fabulous dips or chomping on those chicken wings and drinking plenty of beer or soda (soft drink).
One of the ads that was ran during this showcase was to promote Microsoft’s XBox Adaptive Controller. This is a game controller specifically designed for children and adults who have mobility or dexterity limitations and is about having these children being able to play video games with the XBox console or Windows-based computer. It is also designed to accept a range of assistive devices as user-input devices thanks to various standard connections like dry-contact switches or USB analogue joysticks.
The software supplied with Windows 10 or XBox One also allows accessory controllers that are connected to this device along with this device’s buttons to be “mapped” to particular functions, leading to the most custom gaming experience. Even the packaging is designed to allow people with limited mobility or dexterity to open up the box, something that works well when these controllers are given as a gift for an occasion.
The CNet article called out the ad as going against the grain of sports and video-gaming cultures where people who don’t fit the expected mould of a participant i.e. the young male able-bodied person are effectively shut out. The fact that it was shown during America’s big sporting event of the year hammered this concept home regarding opening up video and computer gaming to more classes of people.
It also goes along with Microsoft’s “open-frame” approach to computing and gaming which allows the creation of games and applications for Windows 10 and the XBox One games console. This can also allow the development of therapy-focused games that can help people with special needs or undergoing particular therapies, and underscores the idea of using this kind of technology in a therapeutic role.
It also shows that computer and video gaming can be part of the course for people who have limitations affecting their mobility or dexterity through the use of assistive technology that is accepted by others who are more able.
Could a NAS like this QNAP 2-disk NAS – be used as storage for a games console?
The games console that connects to your TV is still relevant to video gaming, especially where the idea is to be able to lean back during gameplay or have a dedicated games machine to use in the living room or recreation room.
The key trends affecting video gaming
Video gaming is becoming a data-thirsty activity where there is emphasis on having a large amount of data being available to the players as they continue to play these games.
Download rather than packaged media
But there are key directions that are affecting video and computer games, especially those targeted towards games consoles. Primarily, they are being made available to download from online storefronts rather than being sold as packaged media or the packaged media is sold as a “get-you-going” option.
A continual supply of extra content available for download
Game players for all game classes are being able to benefit from free or premium downloadable content that is being continually authored by the game studios. This continued availability of extra content is providing for continued playability beyond the first rounds or sessions of the game. In some cases, some studios are even providing time-limited bonus missions or seasonal content in order to keep the players interested.
It extends to most of the games studios working on a high-quality-control regime which includes the supply of frequent updates for each of these games.
Games needing extra data as they go
Games consoles like the Sony PS4 will need to benefit from extra storage offered by a NAS
More games are requiring extra data as you keep playing them. Typically with games of the “open-world” kind, some strategy games or adventure / role-playing games, this is about loading extra scenery, missions or other data that facilitates further game play. In some cases, you completing a mission in a game brings down extra data.
The best example of this would be Forza Horizon 4 which is set in the UK. Here, players complete race challenges to buy individual cars, or they could buy a property to gain access to further challenges and further vehicles. In some cases, they may have access to so-called “barn-find” cars that are discovered when they visit particular buildings and they have to restore these vehicles so that they can be used as competition vehicles. The game even adds seasonality with particular
These portable USB hard disks are seen as a way to expand storage capacity on a games console
vehicles, areas and challenges available during particular seasons.
What is being done to answer the problem
USB hard disks or aftermarket hard-disk upsizing
But most setups are requiring the connection of USB hard disks to these consoles as a way to offload extra game data from the console’s hard disk. Or third-party repair shops simply upsize games consoles with newer larger-capacity hard disks and solid-state drives to improve performance or create extra storage space.
A problem that will easily surface with USB hard disks or aftermarket hard-disk upsize installations is the maximum capacity that a games console’s firmware can address for any mass-storage device that the console can handle. In the case of USB hard disks, there will be an expectation that these disks are a single logical volume, something that is common with consumer-electronics and similar devices that use USB mass-storage.
What could be done here
Use of network-attached-storage devices
But games-console manufacturers could look towards using network-attached storage devices as another way of storing extra game data. Here, the NAS system could be about “parking” games data if a game isn’t being played including data for missions and levels yet to be played, to share common data across games machines on the same network for multiple-player multiple-machine gameplay.
It could be feasible to share common data between a regular computer and a games console if the data is the same format for both devices. This would appeal to platforms like the XBox One where there is a strong effort to maintain a common codebase and common data between regular computers and games consoles to avoid duplication of effort in a game’s lifecycle. It is important where the goal is to port a game to as many platforms as possible.
Here, this may be about keeping player-specific data like gameplay-specific data or common data like game assets relating to a specific game. But some game assets such as games or premium downloadable content may be particular to a player or console as a way of binding it to a player who had bought the game or DLC or won the bonus content.
The advantage that a NAS can offer is that the NAS simply defines the maximum storage capacity available to the client device such as through an account-specific quota or a maximum volume offered by that device.
The main problem associated with games consoles and NAS units
Onboarding games consoles to NAS units
Integrating a NAS device may be about a difficult path with the use of the SMB data-sharing protocol being supported in these consoles. It will then require users to supply share names and username / password credentials to their consoles to make use of these network shares. In some cases, the player may have to create a player-private user account on the NAS for player-specific data.
An easier path that the games-console industry and NAS vendors could work towards is a simplified provisioning and device-discovery setup protocol. This could allow for the creation and allocation of player-specific and common data space on a NAS device for storing game data over the network. Such a protocol could be based on the UPnP AV / DLNA protocols for device and content discovery. As well, it could be facilitated on existing equipment through firmware updates or add-on apps for both the NAS and the games consoles.
Of course, there is the issue of being able to draw upon one’s own multimedia content library which would be hosted on at least one DLNA-compliant NAS. This could come in to its own with, for example, open-world car-racing games where you can equip your in-game car with a “virtual car radio” that plays audio content from different online or network content sources.
Another direction that may be looked at with higher-performance NAS units of the QNAP or Synology ilk would be to run them as games servers for LAN-based multiplayer multi-machine gaming. The idea may be about a purely local game that is independent of an Internet-hosted online service or it could simply be about creating localised competition elements in addition to the Internet-hosted online competition elements.
A network-attached-storage device can be considered a relevant device for console-based video gaming as an approach towards offloading or backing up video-game data. It can also be used as an approach for sharing common game data amongst multiple consoles or other devices that are playing the same game.
Game On no matter the console! At last true multiplatform cross-play has arrived!
All off the regular-computer, console and mobile platforms that Epic Games wrote the various ports of the Fortnite battle-royale multiplayer game have supported cross-platform multiplayer gaming except for one glaring omission being Sony with their PS4 console.
It has been part of a long-time practice with games-console manufacturers who are dependent on full vertical integration which affected things like multi-player multi-machine gaming where the games-console vendor would prefer to keep that between their own products. This was against the accepted norms of what is accepted with regular personal computers where it is desirable to play the same online game no matter the computing platform that your opponents use.
The XBox One’s main archrival – the PS4 can participate in cross-platform online gameplay thanks to Fortnite
It would also affect the ability for a games studio to port a game across all platforms and assure a similar online play experience no matter the platform. Here it wouldn’t matter whether the online play was about competing with other players including earning your place on one or more leaderboards, participating in a “virtual-world” that the game is about or trading in-game goods in a game-hosted marketplace.
Gradually, Sony and Microsoft. along with most games studios allowed a limited form of “cross-play” (online play of the same game from gaming devices of different gaming platforms) by allowing for, for example, a Windows regular computer to become a player in an online game with a games console. But with Fortnite, Microsoft and Nintendo brought their latest consoles to the “cross-play” party.
Now Sony have opened up the path towards third-party game studios implementing multi-platform online and network gameplay for their games titles. This is through an open beta program where a version of Fortnite with this true multiplatform cross-play code integrated but this code is really test code that may not be stable. It will be seen by Sony to be a proving ground for true multiplayer multiplatform online gaming involving all computing devices including gams consoles with them “opening up” the PlayStation platform for more cross-platform online gameplay.
This was as a result of “people power” with Fortnite fans complaining to Sony about ignoring the large PS4 installed base when it came to cross-platform gameplay especially as other regular, mobile and console platforms allowed for this kind of gameplay with very little friction.
Personally I see this as a seachange for network and online multiple-machine gaming especially in the games-console space. Here it could be about allowing third-party game developers including indie studios to create these kind of gameplay experiences but allow users to join these experiences no matter the console that they have.
With the rise of Fortnite, it can open up the idea of porting a game that has online or network play across every gaming platform while assuring users that they can game online no matter what they use. It can even lead towards increased interest in massively-multiplayer-online games especially where they could be played on a laptop, a smartphone or a console connected to the big TV.
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