Lycett: Removing ASR All-Star Moves Online was Deliberate

Says “It’s Unlikely” to be Implemented

Fan concerns over the inability to use All-Star Moves online in Sonic & Sega All-Stars Racing were important enough for Sumo Digital’s Steve Lycett to address it today.

“As with all decisions,” Lycett said. “Don’t think we made this one lightly.”

From there, he explained the technical ins and outs of why it was cut.  Ultimately, the two sticking points were latency and the amount of data already being sent online:

When it comes to network games, you have to be sure that all the systems are deterministic. Basically that if you fire a weapon on one machine, it will fire the same way on another. If this isn’t the case you wind up with synchronisation issues, quite simply what you see on your screen, won’t be what other player see on theres. Not all the ASM are deteministic as they’re all different, the best example is length of use. Depending on where you are in the pack, they last for varying amounts of time. So if we’ve got any latency causing the positions to be out of sync – even for a millisecond – on one machine it may last for 4 seconds, on the other 10. That happens, and oh oh, we’re really out of sync. Cue everyone gets booted back to the lobby.

So with much reluctance, we conceeded that rather than ship it with things that could go wrong down to latency, especially with cross continent play, it would be a better experience to ship it with the ASM disabled during on-line play.

So that is why it’s not available, as we didn’t want to ruin the online experience with All-Star moves that didn’t work consistantly and fairly. I think when you understand this – the decision makes a lot more sense.

Lycett added that it’s unlikely the feature will be added to online play anytime soon.

“In the future when everyone has an internet connection that runs at LAN speeds, it’ll be doable,” he said, “But not for a few years.”

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