It touches on topics such as their unique anti-griefing agenda, dedicated server support and gameplay accessibility...
Eurogamer: Brink, as you mentioned, will support dedicated servers. Will those be on both PC and console?
Paul Wedgwood: Certainly for the PC. Our preferred mode of operation is to use dedicated servers, particularly now with more recent versions of Windows they have a somewhat more automated approach to their firewalling, and when a game is full-screen you can't tell that your firewall is or isn't enabled and it's easy for users to get confused by that. Really, peer-to-peer is only something you can do at LAN parties. You really need to have a dedicated server for people who are going to play from a PC and play online.
Paul Wedgwood: Certainly for the PC. Our preferred mode of operation is to use dedicated servers, particularly now with more recent versions of Windows they have a somewhat more automated approach to their firewalling, and when a game is full-screen you can't tell that your firewall is or isn't enabled and it's easy for users to get confused by that. Really, peer-to-peer is only something you can do at LAN parties. You really need to have a dedicated server for people who are going to play from a PC and play online.
For me, though, some of the most exiting notes were about the interaction mechanics; "The game will intelligently navigate obstacles like barriers when you pelt towards them" it's explained in a screenshot caption.
I'm hoping this means we can expect something along the lines of the Call of Durez cover system, or Mirror's Edge travel fluidity - which I've said for a long time would add something truly remarkable to a high-intensity FPS experience if done right. The Unreal Tournament series gave us a sneak peak of this sort of play with the ability to double-jump and kick-off walls, but it's about time someone took the next step.
- Splash Damage's Paul Wedgwood Interview | Eurogamer





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