The game had a short window of popularity when it was released in late 2007, but finding other players on consoles was difficult after that. For example, Team Fortress 2 was a part of The Orange Box compilation from Valve on PC, PlayStation 3 and Xbox 360. It's a matter of course that players will move on to the next big game and that companies will shut down servers because there isn't enough of a community for a given title.
"That's eventually gonna happen if we can never have true cross-network play as the systems get more and more complex," he said. Especially when a game is essentially multiplayer and nothing else. Once the next round of consoles is out, the chances of not being able to play something with the friends you used to because they either haven't upgraded to new hardware, or they switched from Xbox to PlayStation could become a real problem. He made the analogy of "connective tissue:" something is needed to maintain a healthy player-base for any game, not just his. It's important to us to keep that going, cross-generation, across multiple platforms without sacrificing anything." Rocket League is the game we're gonna keep updating. "We're not looking forward to when Rocket League 2 and 3 and 4 are coming out. "We're not trying to build six Rocket Leagues," he said.
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Rocket League developer Psyonix's Jeremy Dunham has an idea for how to fix these fractured player bases: opening up cross-platform multiplayer. But sometimes you don't want to stop playing a game just because seemingly everyone has moved on after 14 months. Players were able to gradually migrate to its annual expansions while remaining a part of the overall population.Ĭomparatively, CoD is a franchise with annual sequels on several different pieces of hardware, each with cordoned-off players who jump from one game to the next. But the difference between the original version of World of Warcraft and, say, Call of Duty: Ghosts is that WoW was more of a service on an open system (PC).