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But Rocket League didn’t have that issue

But Rocket League didn’t have that issue; there were over 80,000 concurrent players on the server that first night. It took me seconds to jump into a match, and bots jumped into rounds when human players quit. It felt ... well, perfect.

We don’t know how many copies of the game sold on the Switch, and it’s unlikely we’ll get any clarity on that question soon. That would be an issue for most multiplayer games, since the ability to find a game with other folks at your skill level in a small amount of time is so important to your enjoyment of the game. But Rocket League didn’t have that issue; there were over 80,000 concurrent players on the server that first night. It took me seconds to jump into a match, and bots jumped into rounds when human players quit. It felt ... well, perfect.

The secret is that Rocket League Credits are entering an ecosystem that includes other Switch players, Rocket League players on the PC as well as the Xbox One players. Rocket League fans on the PlayStation 4 have been isolated, but that was Sony’s decision.

“[Cross-platform play on the PS4 is] literally something we could do with a push of a button, metaphorically,” Jeremy Dunham, VP of publishing at Psyonix, told Polygon at E3 this year. “In reality it’s a web page with a checkbox on it. All we have to www.lolga.com do is check that box and it would be up and running in less than an hour all over the world. That’s all we need to do.”

And the Switch version of the game shows how powerful a weapon cross-platform play can be for everyone involved. The PC and Xbox One communities get an influx of new talent, while Switch players get to jump into a scene that is already stable and competitive.


lbluesky

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