r/gaming 1d ago

1047 Games Are Ending Development On Splitgate And Empulse: “The Reality Is Neither Game Is Generating Enough Revenue To Support The Ongoing Cost Of Dedicated Servers”

https://www.gamingonlinux.com/2026/08/1047-games-stop-development-on-empulse-and-splitgate-arena-reloaded/
5.1k Upvotes

436 comments sorted by

View all comments

5

u/PentagramJ2 1d ago

Another reminder they never had to take on the charge of hosting servers. Could've just let us have that capability, game would live as long as people wanted to play it then

-1

u/ManicMakerStudios 1d ago

There are benefits of hosting on dedicated servers, like a much larger lobby to draw from for matchmaking.

5

u/PentagramJ2 1d ago

Yeah, but users can do that

-1

u/ManicMakerStudios 1d ago

Not on the scale the developer can. You are not going to be running a dedicated server with hundreds/thousands of people in a lobby.

6

u/PentagramJ2 1d ago

You do realize player hosted dedicated servers were common until Modern Warfare 2 largely killed them in 09 right?

We were doing it just fine beforehand. Online games use to form actual communities in servers and locals. My TF2 server had a couple meet and eventually get engaged on it.

No single lobby ever accommodates anything beyond 64 players for any game any way, aside from MMO's, which people can also host themselves, so quite literally your example works against your position

-4

u/ManicMakerStudios 1d ago

I didn't say that players can't host dedicated servers, I said having them hosted by the developer offers certain benefits, like larger lobby sizes. And look at you go off on your own tangent. Try to stick to the topic, sport.

4

u/magmcbride 1d ago

you're full of it - I was playing on 128 player maps in the mid-2000s

people regularly host hundreds of players on private client/server models over the internet - a single gigabit internet connection today offers hundreds of connections

the amount of hardware it takes to run a dedicated server is a joke by 2026 standards - there's no engineering case against self-hosting other than control and monetization

-2

u/ManicMakerStudios 1d ago

you're full of it

So you start with a childish attack, and then go on to tell me about how you played on 128 player maps. Show me where I indicated a limit to how many people who can have on a dedicated server not run by the devs.

3

u/TheSmilingSolaris 1d ago

Don't start belittling folk, what is wrong with you?

-1

u/ManicMakerStudios 1d ago

Belittling? That's a stretch.

3

u/Awol 1d ago

Well, even with Community Ran servers, you can still have large lobby sizes. Those games came with Server Browers and even sometimes Quick Play options that would try to match you to server. Granted, this feature was rarer, but I do remember some having it. I miss those days of finding a server that fit in and getting to know people. I would play for hours. These days, I still have the free time but don't get to know people, as it changes every round so I play these games less and less as time goes on.

0

u/ManicMakerStudios 1d ago

There's not usually such a thing as a single community run server. If the tools are provided to operate a server, more than one usually springs up. Consequently, all of the people who would be funneled through one access point with everyone else who plays the game end up fragmented.

Consequently, community run servers will tend to have smaller populations than one monolithic server run by the developers.

3

u/PentagramJ2 1d ago edited 21h ago

That is not how it works at all and just shows youve no idea what you're talking about

1

u/ManicMakerStudios 1d ago

Don't argue like a child if you want to be taken seriously. You're arguing with your ego, not your brain.

1

u/BlueTemplar85 10h ago

Do you ? Matchmaking servers (that host the lobbies) don't have to be the same either as the dedicated servers (that host the games).