Jump to content

Battle.net: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Aenioc (talk | contribs)
m Undid revision 269498094 by 121.220.1.205 (talk)
No edit summary
Line 72: Line 72:
Custom games (using maps that were not made by Blizzard) have helped build the community, and now are a substantial portion of the games played. Among the most popular of these games in WarCraft 3 (Blizzard's most recent Battle.net game) are tower defense maps and Hero solo maps (like [[DotA]], and arena maps) or pure RTS games like [[Civilization Wars]], where the player develops their economy, tech, and unit diversity but the player has no control of their units.
Custom games (using maps that were not made by Blizzard) have helped build the community, and now are a substantial portion of the games played. Among the most popular of these games in WarCraft 3 (Blizzard's most recent Battle.net game) are tower defense maps and Hero solo maps (like [[DotA]], and arena maps) or pure RTS games like [[Civilization Wars]], where the player develops their economy, tech, and unit diversity but the player has no control of their units.


==Battle.net 2.0==
Gathered from various information that Blizzard has given through the 2008 Leipzig Games Convention, official Blizzard web sites, and Blizzcon 2008, Blizzard is creating a new and improved multiplayer experience for StarCraft II and Diablo III which is commonly called Battle.net 2.0 by various media sites [http://pc.ign.com/articles/907/907450p1.html].


The list of features are below:
:* Automatic/Anonymous Matchmaking Support
:* Excellent Ping Support
:* Avatar/Icons to represent yourself
:* Achievements
:* In-Game Voice Chat
:* Hack-Free Security
:* Clan Support
:* Automated Tournaments
:* Friends/Ignore Lists
:* eSport Support

Battle.net 2.0 will heavily lean towards a more social networking experience versus the traditional game matchmaking experience. Battle.net 2.0 will merge all of Blizzard's online communities into one via Blizzard Accounts [http://en.wikipedia.org/wiki/Blizzard_Account#Blizzard_Account] and combine the new social networking experience to create a more immersive online gaming experience.

Blizzard has also stated that it will look to monetize Battle.net [http://www.cinemablend.com/games/BlizzCon-08-New-Battle-Net-Will-Have-Fees-12751.html].

There have been rumored that Battle.net will require a monthly fee when [[StarCraft II]] is released because Blizzard cannot afford to keep the servers free anymore.


==Controversy==
==Controversy==

Revision as of 20:40, 14 February 2009

Developer(s)Blizzard Entertainment
TypeMultiplayer online service
LicenseProprietary
Websitehttp://www.battle.net/

Battle.net is an online gaming service provided by Blizzard Entertainment. It was launched in January 1997 with the release of Blizzard's action-RPG Diablo. Battle.net was the first online gaming service incorporated directly into the games that make use of it, in contrast to the external interfaces used by the other online services at the time. This feature, along with ease of account creations and the absence of member fees, caused Battle.net to become popular among gamers and became a major selling point for Diablo and subsequent Blizzard games.

Since the successful launch of Battle.net, many companies have published online game services mimicking Blizzard's service package and the user interface.

Supported games

Diablo

When the service initially launched with Diablo in 1997, Battle.net offered only a few basic services like chatting and game listings. Players could connect to the service, talk with other gamers and join multiplayer games of Diablo. Besides user account data, no game data was stored on the Battle.net servers. When a player connected to a game, they would be connecting directly to the other players in the game. No data was sent through the Battle.net servers. While this made the service quick and easy to use, it quickly led to rampant cheating since players using cheats could modify their game data locally. However, since there was an option to create private games, many players ended up playing with people whom they knew.

StarCraft

The release of StarCraft in 1998 increased usage of the Battle.net service significantly. Features such as ladder ranking and game filters were added to the service. Battle.net grew even larger after the release of the expansion pack StarCraft: Brood War, with tens of thousands of players logged on at any given time. StarCraft Battle.net was especially successful in South Korea, where the number of players logged on was often many times that of the United States.

StarCraft also brought with it a new copy protection scheme using CD keys. Under Diablo, Battle.net would allow any client to connect to the service. With StarCraft, only those players with a valid and unique CD key - a generated 13-digit number distributed with each boxed game - were allowed onto the service. Only one person could connect to Battle.net using a specific CD key at a time. Accounts could also be muted (unable to chat), voided (restricted to The Void channel) or banned from Battle.net entirely. Every Blizzard game since StarCraft has used the CD key system to connect to Battle.net excluding Starcraft: Brood War, Starcraft's 1998 expansion. With the release of the Gateway system in Brood War, two players can play at the same time, as long as they are on different gateways, though they cannot play in the same game, chat with each other and so on.

Warcraft II: Battle.net Edition

The next year, seeing the popularity of StarCraft on Battle.net, Blizzard decided to re-release their previous RTS game Warcraft II: Tides of Darkness packaged with its expansion pack Warcraft II: Beyond the Dark Portal in a version that could be played over Battle.net. This version was titled Warcraft II: Battle.net Edition. Previously, Warcraft II could only be played over the Internet using the IPX network emulator Kali or the now defunct online service Engage. The new version also included support for ladders and a host of other non-Battle.net related features.

Diablo II

Diablo II was released in 2000 to much fanfare. The main highlight of Diablo II as it relates to Battle.net was that the game was completely client-server based. The game was no longer simulated on each player's computer, but instead was run on Blizzard's server. This also meant that all of the character data for the game was stored on the Battle.net servers. This effectively prevented cheating. The game also has an open character feature on Battle.net which stored the player's character on the client. This allowed players to play characters locally or on a LAN, and then use those same characters on Battle.net. However, any open games played on Battle.net were not protected from cheating by other players since they could have modified their characters locally. Diablo II also had a unique feature that would show the players in the Battle.net chat room as avatars who looked like their characters did in the game. It also used a different Battle.net interface than previous games, where previously there were mainly only color differences. There was also expanded ladder support including a "Hardcore" ladder which listed players whose characters would be removed permanently if they died in-game. Again, with Diablo II usage of Battle.net increased steadily, climbing even higher with the release of the expansion pack Diablo II: Lord of Destruction in 2001.

Warcraft III

Warcraft III: Reign of Chaos was released in 2002 and, combined with its expansion pack Warcraft III: The Frozen Throne which was released in 2003, are the most recent games Blizzard released which support Battle.net. The release of these two games brought with them a number of new features to the online service. The most significant feature to be added was probably the concept of Anonymous Matchmaking. This feature allowed a user who wanted to play a game to simply press a button and automatically be matched up with one or more other players who were similar in skill (based on ranking) and also wanted to play a game. This allowed for people to get into games quickly and easily. It also reduced win-trading, where two people would purposely win and lose games to artificially raise their rank on the ladder. The matchmaking concept was also expanded to team games in a feature called "Arranged Teams". In an arranged team game, you could make a team with one or more friends, which was then anonymously matched up with another team of the same size and rank. Automated tournaments were added in the expansion, where players would compete to be crowned tournament champion in a series of games played throughout the day. In addition to the new game styles, a slew of other features were added including selectable chatroom icons unlocked based on the player's number of wins, a friends list, and clan support.

Starcraft II

Blizzard has confirmed that StarCraft II will feature Battle.net support, but the exact specifications of said support are as yet unknown. Blizzard's community manager has said that there will be VoIP support in the next version of Battle.net[1].

Diablo III

Blizzard confirmed on June 28, 2008 at the Worldwide Invitational in Paris, France that Diablo III would feature Battle.net support.

World of Warcraft

Blizzard has stated that World of Warcraft will eventually be migrated to the same platform as the other Battle.net games, therefore effectively merging their two divergent online communities into one. [2]

Growth history

According to Blizzard's claims, Battle.net is the largest online gaming network in the neighborhood. Blizzard claims "millions of active users" on Battle.net, and that they are the leaders of online gaming, noting that "even Xbox Live is not even close".[3] By November 1997 they had 22 million games played, 1.25 million different users, and that they averaged 3,500 new users each day.[4] By April 1999, it was reported that Battle.net had 2.3 million active users, and more than 50,000 concurrent users.[5] By September 2002, their active user count had jumped to 11 million.[6] By September 2004, their active user count was up to nearly 12 million, spending more than 2.1 million hours online each day, and they had an average of 200,000 concurrent users, with a peak concurrent user count of 400,000.[7] In November 2008, Blizzard banned over 357700 accounts that were found to be using third-party hacks.[8]

Community

A community of developers has arisen around Battle.net. Many unofficial clients are available for Battle.net, and most of the protocol used by Battle.net-enabled games has been reverse-engineered and published by volunteers.

Also, several communication tools have been made, like a "whisper" tool, so that a player could talk to their friends even if they are in a game.

Custom games (using maps that were not made by Blizzard) have helped build the community, and now are a substantial portion of the games played. Among the most popular of these games in WarCraft 3 (Blizzard's most recent Battle.net game) are tower defense maps and Hero solo maps (like DotA, and arena maps) or pure RTS games like Civilization Wars, where the player develops their economy, tech, and unit diversity but the player has no control of their units.


Controversy

A group of gamers reverse engineered the network protocol used by Battle.net and Blizzard games, and released a free (under the GNU GPL) Battle.net emulation package called bnetd. With bnetd, a gamer is not required to use the official Battle.net servers to play Blizzard games.

In February 2002, lawyers retained by Blizzard threatened legal action under the Digital Millennium Copyright Act (DMCA) against the developers of bnetd. Blizzard games are designed to operate online exclusively with a set of Blizzard-controlled servers collectively known as "Battle.net". Battle.net servers include a CD key check as a means of preventing software piracy.

Despite offers from the bnetd developers to integrate Blizzard's CD key checking system into bnetd, Blizzard claims that the public availability of any such software package facilitates piracy, and moved to have the bnetd project shut down under provisions of the DMCA.[9] As this case is one of the first major test cases for the DMCA, the Electronic Frontier Foundation became involved, for a while negotiations were ongoing to resolve the case without a trial. The negotiations failed however, and Blizzard won the case on all counts: the defendants were ruled to have breached both StarCraft's End User License Agreement (EULA) and the Terms of Use of Battle.net.[10] This decision was appealed to the Eighth Circuit Court of Appeals, which also ruled in favor of Blizzard/Vivendi on September 1, 2005.[11]

List of Battle.net games

Current

Restricted Chat Functionality

  • Diablo Shareware
  • Diablo Spawn
  • Diablo
  • StarCraft Shareware
  • StarCraft Spawn
  • Japanese StarCraft (public beta of a Japanese version of StarCraft)
  • Japanese StarCraft Spawn

Disabled

Future Releases

See also

References

External links