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Crackdown 3's destruction feature had to overcome a cloud-based hurdle

Following an impressive unveiling at Gamescom, Microsoft has dampened expectations by explaining that Crackdown 3's cloud-based destruction could be hampered by internet service providers.

Chris Kerr, News Editor

August 12, 2015

1 Min Read

Following an impressive unveiling at Gamescom, Microsoft has dampened expectations by explaining that Crackdown 3's cloud-based destruction could suffer at the hands of internet service providers. 

The third installment in the franchise allows players to destroy entire cities by outsourcing processor-heavy calculations, that are beyond the Xbox One's capabilities, to Microsoft's own cloud servers. 

However, the firm's global publishing general manager, Shannon Loftis, has revealed it's impossible to guarantee that the data leaving Microsoft's servers will arrive in one piece. 

"We can ensure that what leaves the data center is in a particular state, but not what happens between then and when it gets to people’s houses,” said Loftis, speaking to Game Informer

“There’s code on the client side that ensures that all the instances stay synced and that you’re seeing what I see and that it all runs smoothly."

About the Author(s)

Chris Kerr

News Editor, GameDeveloper.com

Game Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.

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