The PlayStation doesn't access Xbox Live and vise versa. Basically, this requires that a per-authorized server load players data from both system and only that server can manage the player data from both consoles at once. This requires a long and painful process of approbation from all concerning parties involved. That's because this would involve, for one of them at least, some kind of cost like a cut from sales (usually 25%-35%) and for the other, that would means a lot of investment (and risks) for better hardware.Ģ) The game publisher run its own hosting server. Sony, Microsoft and Nintendo would never allow such a thing. How do you make it so that the PlayStation player can "download" the player's data (icon, name, etc.) from the Xbox player? How do you handle communication between both? How would you handle things like friends/Message?ġ) Every console would use 1 single authentication service. Kinda like you got a player who's authentication is handled by PlayStation Network while another player has its authentication handles by Xbox Live. If you allow players from a console to play with another player on another console, both uses different authentication system. If a system (like a Xbox One) could connect to another system (Like a PS4) through something like a game (which is a software), depending on the level of authorization allowed by the game's software, there's a security risk involved.Įspecially with the authentication system of those games. Those systems are the responsibility of their respective "owner" (Microsoft, Sony, Nintendo) and as they allow you to chat with other players, purchase online and do many action, their security are considered paramount. Where I'm going with this is this: Consoles can act like ports toward their respective online services: PlayStation Network and Xbox Live and Nintendo **** Online Services (Like Nintendo Switch Online Services or Nintendo Wii Online Services, etc.) That's why you hear about things like devs console and demo consoles and other "version" of a console. One of the main reason why Cross-platform is not possible is due to the security requirement of each sides.Įach console is, as we all know, like a computer, but with hard and light restrictions as to the access to the OS. These wouldn't prevent cross-platform gameplay though, just prevent console players from entering 64 player servers (for example). are another thing, mostly due to hardware power and framerate issues I guess. The differences you mention in number of players etc. Similar considerations might have existed for Diablo III, although it's no real PvP game (besides duelling). The game is played on a different pace and precision when comparing mouse/keyboard and gamepad controls and since there's PvP involved, this would get PC/Mac players a clear advantage (let's ignore the fact that consoles might support mouse and keyboard, it's not the preferred input schema there).īut even besides that, couldn't PS4 and Xbox One players play with or against each other? Sure they can, but I guess neither Microsoft nor Sony really want this ( Want to play with your friend? Buy him one of our consoles!). PS4 players won't be able to play with non-PS4 players and XBOne players won't be able to play with non-XBOne players (and the same for PC/Mac). ![]() However, both console versions they're releasing next month (PS4 and Xbox One) will be limited to their own platforms, i.e. ![]() ![]() Both platforms play on the same servers, so are able to play against each other or together. The game has been released on PC/Mac last year. If a game is released on multiple consoles and/or as a PC game in parallel, non-cross-platform multiplayer is most likely a design decision either due to contractual reasons or for fairness.Ī very recent example for both would be The Elder Scrolls Online: Tamriel Unlimited. Final Fantasy XIV - A Realm Reborn is a perfect example, featuring cross-play between consoles and PC. Cross-platform gameplay is possible, if implemented. It's no real hardware or software limitation.
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