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Suggestion for NetworkSession object to improve sense of community in game

Last post 09-25-2008 1:24 AM by Barkers Crest. 3 replies.
  • 09-24-2008 7:09 PM

    Suggestion for NetworkSession object to improve sense of community in game

    https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=369637&SiteID=226

    While this suggestion may not be applicable for standard published games, it is something that might be an issue for community games.

    The idea is that when you call NetworkSession.BeginFind you only are returned NetworkSessions in Lobby state.  If there are no gamers in lobby state but there are plenty in Playing state this could give the impression to the gamer that no one is playing this specific game online and discourage them from trying again...perhaps giving certain game's online communities a premature death.

    I have no metrics or studies to back this claim up so this might not be the case.

    But, I don't think it would hurt to much if NetworkSession.EndFind returned a count of the number of players in Playing or Ended state so we could display to our users that people are playing the game and the game's online community is not dead.

    Knowing my luck, Shawn will show up in a few minutes and say this functionality is already there. :)

  • 09-24-2008 7:21 PM In reply to

    Re: Suggestion for NetworkSession object to improve sense of community in game

    In your NetworkSession, you have to specify if your game allows joining other games in progress.  Maybe this determines whether or not those sessions that are currently in the playing state are returned?
  • 09-24-2008 8:41 PM In reply to

    Re: Suggestion for NetworkSession object to improve sense of community in game

    If your game supports join in progress, matchmaking will return sessions even while they are in the middle gameplay. The default is for join in progress to be disabled, in which case only lobby sessions are returned by the query.

    In any case it is impossible to know for sure how many sessions are out there, because LIVE is a highly distributed system so there isn't necessarily any one place that even has this information! Matchmaking will only return up to I believe 25 sessions per query, picking the most suitable ones (low ping, etc) that match the search criteria. If there are more than 25 matching sessions out there, you have no way to know how many more than 25 that is.

    XNA Framework Developer - blog - homepage
  • 09-25-2008 1:24 AM In reply to

    Re: Suggestion for NetworkSession object to improve sense of community in game

    That's cool shawn.  Thanks for the info.  Has this situation been tossed around as a potential issue or do things like this usually work themselves out or end up not being an issue at all?
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