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	Comments on: &#8220;We’d go bankrupt.” Arika developer explains why crossplay support isn’t as simple as players may think	</title>
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	<link>https://automaton-media.com/en/news/wed-go-bankrupt-arika-developer-explains-why-crossplay-support-isnt-as-simple-as-players-may-think/</link>
	<description>AUTOMATON is a website that covers the Japanese gaming world. We bring you the news on video games from Osaka and Tokyo.</description>
	<lastBuildDate>Sat, 15 Nov 2025 05:39:34 +0000</lastBuildDate>
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		By: Irrelevant		</title>
		<link>https://automaton-media.com/en/news/wed-go-bankrupt-arika-developer-explains-why-crossplay-support-isnt-as-simple-as-players-may-think/#comment-6817</link>

		<dc:creator><![CDATA[Irrelevant]]></dc:creator>
		<pubDate>Sat, 15 Nov 2025 05:39:34 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=53762#comment-6817</guid>

					<description><![CDATA[This game wasn&#039;t published by Capcom. The studio that made it, is in fact broke as hell.]]></description>
			<content:encoded><![CDATA[<p>This game wasn&#8217;t published by Capcom. The studio that made it, is in fact broke as hell.</p>
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		<title>
		By: S		</title>
		<link>https://automaton-media.com/en/news/wed-go-bankrupt-arika-developer-explains-why-crossplay-support-isnt-as-simple-as-players-may-think/#comment-6809</link>

		<dc:creator><![CDATA[S]]></dc:creator>
		<pubDate>Thu, 13 Nov 2025 14:04:52 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=53762#comment-6809</guid>

					<description><![CDATA[Just commenting because I feel like your examples feel somewhat disingenuous, but I think its always important to remember even developers of triple A titles still wants the game they are making to be the best they could given the limitations.

Netcode for fighting games have very cut-throat requirements for fair-play, especially the one talked about here being a traditional button fighter, as every single frame is an advantage. With the older titles like this one, and development takes years, back then cross-platform was likely too difficult as fighting game netcode is already difficult to keep fair and consistent with any latency. Unless a game is developed solely with the intent to support many platforms, re-doing the netcode is possibly nearly too tedious of a task then just working on a new title . Though all are mostly peer-to-peer code, but the complexities of it all still scales by requirement of precision. Having room for interpolation and having to need nearly 0 scales tremendously, in the end its a different ballpark.

Its really not just about money, games that get made are always made by real people even if published by a greedy company. If something is too hard to do, it probably will get neglected in favor of something more important. The interview does say &quot;It&#039;s bad, but keep at it&quot; is how what they want to receive to, really just gotta know its far more complex and tedious than something you fix just by knowing its an issue.]]></description>
			<content:encoded><![CDATA[<p>Just commenting because I feel like your examples feel somewhat disingenuous, but I think its always important to remember even developers of triple A titles still wants the game they are making to be the best they could given the limitations.</p>
<p>Netcode for fighting games have very cut-throat requirements for fair-play, especially the one talked about here being a traditional button fighter, as every single frame is an advantage. With the older titles like this one, and development takes years, back then cross-platform was likely too difficult as fighting game netcode is already difficult to keep fair and consistent with any latency. Unless a game is developed solely with the intent to support many platforms, re-doing the netcode is possibly nearly too tedious of a task then just working on a new title . Though all are mostly peer-to-peer code, but the complexities of it all still scales by requirement of precision. Having room for interpolation and having to need nearly 0 scales tremendously, in the end its a different ballpark.</p>
<p>Its really not just about money, games that get made are always made by real people even if published by a greedy company. If something is too hard to do, it probably will get neglected in favor of something more important. The interview does say &#8220;It&#8217;s bad, but keep at it&#8221; is how what they want to receive to, really just gotta know its far more complex and tedious than something you fix just by knowing its an issue.</p>
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		<title>
		By: John		</title>
		<link>https://automaton-media.com/en/news/wed-go-bankrupt-arika-developer-explains-why-crossplay-support-isnt-as-simple-as-players-may-think/#comment-6799</link>

		<dc:creator><![CDATA[John]]></dc:creator>
		<pubDate>Wed, 12 Nov 2025 04:05:43 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=53762#comment-6799</guid>

					<description><![CDATA[This seems like some bs! I&#039;ve seen smaller indie titles that have done cross play like Among Us, Brawlhalla, Stardew Valley, and Super Animal Royale and on a slightly larger scale indie games like deep rock galactic or even more recently Abiotic factor. The Japanese always have an excuse for why they can&#039;t do something instead of just being up front. If Brawlhalla can do it, what&#039;s stopping capcom? It&#039;s not like they are broke]]></description>
			<content:encoded><![CDATA[<p>This seems like some bs! I&#8217;ve seen smaller indie titles that have done cross play like Among Us, Brawlhalla, Stardew Valley, and Super Animal Royale and on a slightly larger scale indie games like deep rock galactic or even more recently Abiotic factor. The Japanese always have an excuse for why they can&#8217;t do something instead of just being up front. If Brawlhalla can do it, what&#8217;s stopping capcom? It&#8217;s not like they are broke</p>
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