In software development there's a concept of version control. Basically a piece of software always has some version number and may be considered different from a the same program with a different version number. In online gaming there are additional forms of verification as to which version is which. For instance for example Program 1.0.1 and Program 1.0.2 will be considered different and changing the name of Program 1.0.1 to Program 1.0.2 will not fool the system. For sanity purposes different versions are rarely allowed to interact with each other. In PC gaming if you have Program 1.0.1 and you're trying to connect to a Program 1.0.2 server a version mismatch error. On the Xbox if you're running Program 1.0.1 but Program 1.0.2 is available you'll be forced to disconnect if you don't update.Korten12 said:Yet you keep saying Portal System but you don't EXPLAIN HOW IT WOULD WORK. How would you regulate Modders and such? Explain to me that.
But as I said, PC Gamers don't seem to want Dark Souls, they just want another game they can Mod because apparently Vanilla isn't good enough.
When modding comes into the picture the concept of version control gets more complicated. If your running Program 1.0.2 and Modification A, you're considered to be running a different game than a person running Program 1.0.2 and no mods. Depending on how the architecture is built either Modification A will be disabled before you can play with the unmodded player or you may be outright refused citing differing versions. There's a less common third option of allowing the unmodded player to get Modification A before you play together.
There will also be some allowance for differentiation, though this varies greatly from game to game. However, there are certain files that the game doesn't check for validity and therefore can be replaced freely without issue. For example, very many games use a file to display the opening credits every time you start the game, but frequently you're allowed to change these files and maintain compatibility because they aren't checked.
Version control isn't a simple problem, but is has been thoroughly solved and all software developers that aren't just one person use version control.
Next comes the concept of the server. Every video of late uses the Client Server paradigm when one machine functions as a server and all other machines connect to it. Sometimes the server is a player's machine and this is called a local host. Usually the server is a third party machine called a Dedicated Server. The differences between local hosts and dedicated servers are cost and performance, but functionally a local host and dedicated are both treated as a generic server, and any player connecting to the server is still a client.
As an example of how trivial the difference is, in Unreal Engine 3 a local host is a dedicated server on a person's machine and they just connect to the IP address 127.0.0.1 then play exactly as if they were connected to a dedicated server with admin privileges.
As a principle of good design, servers are generally independent of each other and built in a way that allows the developers to add or remove servers without affecting other servers.
Dark Souls does have servers that players connect to even though it never bothers to tell you. The connection is done automatically and the server is chosen based on some gameplay related factors. If you're playing online you're connected to a server.
When it all comes together any server is able to function independently of other servers, and is able to decide what versions and modifications it allows, bans, or forces. There are always servers controlled by the developer/publisher and they almost always run a completely unmodified version of the game. This is how you'll be able to enjoy your vanilla Dark Souls.
The point of contention for many developers and the PC community is the control of dedicated servers. PC gamers like it when they can own their own servers and therefore modify things as they like. Publishers don't like to allow this because it adds a lot more that they have to support and erodes their control over the game. Whether a publisher will allow players to own servers is a different issue.
There's also the issue of save games. On a console it's relatively save to leave a save file on the system as only a few tech savvy individual will be able to access and modify it. On the PC you have a lot more control over your data, therefore it's relatively easy to modify game saves. Keeping game files secure would be an actual issue, and a strong point against letting players have servers.
Cheating also does tend to be more rampant on PC because you don't have to do the additional work of porting the cheats to a console. This is countered quickly allowing players to own servers as banning a person from a private community is very easy, especially considering how in most communities admins are easy to find.