13 Facts About Cross-platform play

1.

Cross-platform play is a distinct concept from the ability to allow a player to play a game on different hardware platforms, often only having to purchase the title for one single system to have access to it on other systems, and retaining their progress in the game through the use of cloud storage or similar techniques.

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2.

Cliff Bleszinski believed that cross-platform play for his game LawBreakers was a "pipe dream", as he anticipated that by placing tools such as aim assist to help console players match computer players, computer players would be upset at the handicap this introduced, and the player base would react negatively towards this.

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3.

The Steamworks API offered to developers through the service enables cross-platform play to uses on these different operating systems while taking advantage of the friends, communication, and matchmaking features offered by Steam.

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4.

Early attempts at cross-platform play include the 1998 Sega Dreamcast which included a built-in modem; Microsoft worked with Sega to provide a version of Windows CE to developers to make cross-platform games between Dreamcast and Windows players for games such as 4x4 Evo, Maximum Pool, Quake 3 Arena and Phantasy Star Online.

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5.

One technical challenge that faces console-based cross-platform play is the network communication between platforms, managing the different protocols used by each service.

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6.

Later in March 2018, Epic announced plans to take the spinoff title, Fortnite Battle Royale Windows, PlayStation 4, Xbox One, and mobile devices, with cross-platform play enabled between computer, PlayStation 4 and mobile, and computer, Xbox One, Nintendo Switch, and mobile.

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7.

Once these technical challenges can be overcome, the primarily limiting factor for cross-platform play has been the terms of service and acceptable use policy that developers and players must abide by when using the consoles' online services.

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8.

Some journalists have postulated that cross-platform play had been restricted by console makers as to assure players remain with their platform for future games.

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9.

Kyle Orland for Ars Technica said that if a player wants to continue playing new games with friends, the lack of cross-platform play required them to continue to purchase the new games for that console platform, creating "powerful network effects".

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10.

Microsoft developed the Games for Windows – Live interface in part to work with the Xbox Live services so that cross-platform play could be released, with the first such title released being Shadowrun .

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11.

John Smedley, a former president of Sony Online Entertainment, stated that during his time with Sony, the reason the executives gave him for rejecting cross-platform play support was simply a financial motive, claiming, "they didn't like someone buying something on an Xbox and it being used on a Playstation".

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12.

Sony stated that the decision to allow cross-platform play was "a major policy change" and that their goal "remains to take a more open stance with cross-platform support that's aligned with our mission to deliver the best consumer experience".

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13.

Layden, speaking on a podcast after this change was announced, knew that cross-platform play was a high demand by PlayStation 4 players, but described cross-platform play as a "very multi-dimensional kind of attribute or feature" that required Sony to look at how to implement this from a technical, business, and customer service point-of-view.

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