Been a minute (this was a nice reminder that I hadn’t even booted up my PS5 in almost a year…), but I want to say it depends on if you have your console set as your primary console or not. Primary doesn’t need to go online to authenticate. Secondary does.
Most people just have a single console so it is auto-primary. But people who bought a ps5 pro or who do super convoluted account sharing shenanigans always have trouble when auth servers are down.
Also, I think the PS+ IGC requires network to make sure you still have PS+?
I only have the one ps5. I did have a ps4 if that matters. Tried to play like 5 games this afternoon. All of them had a lock on the icon and when I tried to play it complained about PSN.
Looks like PlayStation’s Auth servers are down among everything else. Even if multiplayer was free, I don’t see how modern games would function without that service running. Who am I playing against? What’s their name? How did I get my account progress?
Just about everything multiplayer nowadays relies on account / Auth services. Especially on console.
You used to be able to type in an IP address whether or not the official server is running. Sometimes you still can, but seeing as Baldur’s Gate 3 has LAN and direct IP connection on PC but not on PlayStation, it sure seems like Sony is asking them to specifically remove the feature if they wanted it in the first place.
Then beyond that, you’ve got a mismatch behind what your money is actually for. It used to be for paying for their servers, but you often don’t even connect to Sony’s servers anymore. Plenty of games behind that same paywall have their own servers, like Call of Duty for instance, but Call of Duty’s multiplayer is behind the same paywall as Helldivers 2, which is running servers on Sony’s dime. And beyond that…the reason multiplayer is free on PC is because your purchases are funding them. The majority of game sales on consoles are now digital, just like Steam, and that is a trend that’s accelerating. Meanwhile, the subscription fee compared to free online on PC is probably one of a multitude of reasons that people are leaving consoles for PC.
Being able to type in an IP address is a late 90s and early 2000s thing within the AAA space, much as I hate to say that. I do know of at least one unpopular, indie PS4 game that had IP address entry so it wasn’t outright banned then.
I’m pretty sure PlayStation requires games with certain types of multiplayer to authenticate with them as part of the agreement to publish on the platform so that’s restrictive.
However, Sony does provide services that cost something to run, both directly for the studio, and indirectly for players who consume that studio’s game. Not the least of which includes account authentication which is one aspect of ensuring piracy isn’t happening on that platform. Friends services and the ability to join friends helps people jump back into your game. I’m sure there’s more.
I’m pretty sure PlayStation requires games with certain types of multiplayer to authenticate with them as part of the agreement to publish on the platform so that’s restrictive.
It sounds like that requirement is just a bad deal for the consumer. And they charge you for it. And they can’t guarantee uptime.
From the consumer’s perspective, at its cheapest, it’s $10/month to play with your friends on PlayStation, be able to claim new games monthly which are good for as long as you are paying the subscription, and have cloud saves (among a few other minor benefits).
No service can guarantee uptime, that’s just the reality of it. This is the largest PSN outage in 14 years. Most outages have not been this long or widespread.
Napkin math shows their uptime to be ~99.5% in the 18 years it’s been operational. Not that good nowadays, but not something you can’t sell to people.
Cloud saves that are free on PC, and they don’t block your access to transfer saves without it like consoles do. Playing online on PC is free, and we know exactly how to make it free on consoles, but they’re not interested in doing so. No one can guarantee 100% uptime, which is why it’s a bad deal to make the subscription for that stuff mandatory instead of allowing things like direct IP connections.
You apparently can transfer saves on PS4/5 offline. For PS4 they can be copied to a USB drive, but more to your point here, the only way to copy PS5 saves around (besides PS+) are to do console backup and restore processes and then during that process say you want to take save games wholesale (and then restore them wholesale). That’s definitely greedy bullshit.
I don’t know what more to say, consoles are walled gardens that consumers pay to be in. Within those walled gardens, the company dictates the rules. There’s plenty of good arguments for using a more open platform like PC. Not the least of which is that PlayStation has had an abysmal console cycle for trying to prove their console is worth purchasing - what with it having basically no exclusives that won’t eventually come to PC, first-party or otherwise.
consoles are walled gardens that consumers pay to be in
Less and less as time goes on, is my point, for the reasons we’ve discussed. Maybe any one or two of those reasons aren’t doing it on their own, but in the aggregate, it appears consumers are slowly deciding not to put up with the downsides anymore.
Free your mind! There is another way. Video game servers should be open-source, and the games should permit you to choose a custom server. This way, games can survive the bankruptcy of their creators’ companies.
I don’t disagree completely, but it’s not as easy as you think. We’re not talking about server in the sense of a headless game client that will coordinate a match, we’re talking about a whole infrastructure of micro services and a web of communications and APIs just to get a basic authentication working. Not to mention possibly encrypted hard coded addresses to contact. That being said I 100% agree that before a game is abandoned a plan should be put in place to allow people to keep playing it, even if it’s complicated and cumbersome to setup, or even if it’s as crude as removing authentication entirely.
This would basically be my reply as well. Companies are in the game to make money, and setting up all this infrastructure, not to mention maintaining it, is NOT cheap.
Nobody’s gonna dispute the necessity of some sort of server somewhere in the mix. But does it need to be something like PSN? A central 3rd party service that most games only use because they’re forced to?
Walled gardens and all. That’s the cost of doing business on PlayStation. Perhaps we’ll see some pushback from developers to PlayStation that might carve a path for sidestepping PSN services if the developer wants to.
It’s important to note, though, that PSN (and Xbox Live, and Steam) does provide useful services to developers in exchange for that cost of doing business.
To be clear, that was not a thing. Just the PSN account doesn’t require payment. The subscription is for playing in MP and (I think) access to online media like yt.
Boy, it sure is a good thing that Sony charges a subscription fee for any and all network multiplayer traffic.
And 99% of the games I “own”. So much for a relaxing Saturday playing games. Fuck you Sony.
Really? We had a family game night last night with the purchased digital edition of Until Dawn just fine.
Been a minute (this was a nice reminder that I hadn’t even booted up my PS5 in almost a year…), but I want to say it depends on if you have your console set as your primary console or not. Primary doesn’t need to go online to authenticate. Secondary does.
Most people just have a single console so it is auto-primary. But people who bought a ps5 pro or who do super convoluted account sharing shenanigans always have trouble when auth servers are down.
Also, I think the PS+ IGC requires network to make sure you still have PS+?
I only have the one ps5. I did have a ps4 if that matters. Tried to play like 5 games this afternoon. All of them had a lock on the icon and when I tried to play it complained about PSN.
PS4 may still be your primary console.
I’m wondering. I’ll look into that. Thanks for the heads up.
That was the case for me when I got my PS5, I had to manually set the PS5 to being the primary, even though I didn’t even own the PS4 any more.
Unless the game has its own subscription, like Final Fantasy XIV.
Unless that has changed over the years. I’m not sure.
Looks like PlayStation’s Auth servers are down among everything else. Even if multiplayer was free, I don’t see how modern games would function without that service running. Who am I playing against? What’s their name? How did I get my account progress?
Just about everything multiplayer nowadays relies on account / Auth services. Especially on console.
Sure, but if it were free it’s a “you get what you pay for” situation. People are a lot more forgiving when they aren’t personally losing money.
You used to be able to type in an IP address whether or not the official server is running. Sometimes you still can, but seeing as Baldur’s Gate 3 has LAN and direct IP connection on PC but not on PlayStation, it sure seems like Sony is asking them to specifically remove the feature if they wanted it in the first place.
Then beyond that, you’ve got a mismatch behind what your money is actually for. It used to be for paying for their servers, but you often don’t even connect to Sony’s servers anymore. Plenty of games behind that same paywall have their own servers, like Call of Duty for instance, but Call of Duty’s multiplayer is behind the same paywall as Helldivers 2, which is running servers on Sony’s dime. And beyond that…the reason multiplayer is free on PC is because your purchases are funding them. The majority of game sales on consoles are now digital, just like Steam, and that is a trend that’s accelerating. Meanwhile, the subscription fee compared to free online on PC is probably one of a multitude of reasons that people are leaving consoles for PC.
Being able to type in an IP address is a late 90s and early 2000s thing within the AAA space, much as I hate to say that. I do know of at least one unpopular, indie PS4 game that had IP address entry so it wasn’t outright banned then.
I’m pretty sure PlayStation requires games with certain types of multiplayer to authenticate with them as part of the agreement to publish on the platform so that’s restrictive.
However, Sony does provide services that cost something to run, both directly for the studio, and indirectly for players who consume that studio’s game. Not the least of which includes account authentication which is one aspect of ensuring piracy isn’t happening on that platform. Friends services and the ability to join friends helps people jump back into your game. I’m sure there’s more.
It sounds like that requirement is just a bad deal for the consumer. And they charge you for it. And they can’t guarantee uptime.
From the consumer’s perspective, at its cheapest, it’s $10/month to play with your friends on PlayStation, be able to claim new games monthly which are good for as long as you are paying the subscription, and have cloud saves (among a few other minor benefits).
No service can guarantee uptime, that’s just the reality of it. This is the largest PSN outage in 14 years. Most outages have not been this long or widespread.
Napkin math shows their uptime to be ~99.5% in the 18 years it’s been operational. Not that good nowadays, but not something you can’t sell to people.
Cloud saves that are free on PC, and they don’t block your access to transfer saves without it like consoles do. Playing online on PC is free, and we know exactly how to make it free on consoles, but they’re not interested in doing so. No one can guarantee 100% uptime, which is why it’s a bad deal to make the subscription for that stuff mandatory instead of allowing things like direct IP connections.
You apparently can transfer saves on PS4/5 offline. For PS4 they can be copied to a USB drive, but more to your point here, the only way to copy PS5 saves around (besides PS+) are to do console backup and restore processes and then during that process say you want to take save games wholesale (and then restore them wholesale). That’s definitely greedy bullshit.
I don’t know what more to say, consoles are walled gardens that consumers pay to be in. Within those walled gardens, the company dictates the rules. There’s plenty of good arguments for using a more open platform like PC. Not the least of which is that PlayStation has had an abysmal console cycle for trying to prove their console is worth purchasing - what with it having basically no exclusives that won’t eventually come to PC, first-party or otherwise.
Less and less as time goes on, is my point, for the reasons we’ve discussed. Maybe any one or two of those reasons aren’t doing it on their own, but in the aggregate, it appears consumers are slowly deciding not to put up with the downsides anymore.
Free your mind! There is another way. Video game servers should be open-source, and the games should permit you to choose a custom server. This way, games can survive the bankruptcy of their creators’ companies.
I don’t disagree completely, but it’s not as easy as you think. We’re not talking about server in the sense of a headless game client that will coordinate a match, we’re talking about a whole infrastructure of micro services and a web of communications and APIs just to get a basic authentication working. Not to mention possibly encrypted hard coded addresses to contact. That being said I 100% agree that before a game is abandoned a plan should be put in place to allow people to keep playing it, even if it’s complicated and cumbersome to setup, or even if it’s as crude as removing authentication entirely.
This would basically be my reply as well. Companies are in the game to make money, and setting up all this infrastructure, not to mention maintaining it, is NOT cheap.
Nobody’s gonna dispute the necessity of some sort of server somewhere in the mix. But does it need to be something like PSN? A central 3rd party service that most games only use because they’re forced to?
Walled gardens and all. That’s the cost of doing business on PlayStation. Perhaps we’ll see some pushback from developers to PlayStation that might carve a path for sidestepping PSN services if the developer wants to.
It’s important to note, though, that PSN (and Xbox Live, and Steam) does provide useful services to developers in exchange for that cost of doing business.
Boy, it sure is a good thing that Sony backed off charging a subscription fee for single player PC games
Or should I say, BOY
To be clear, that was not a thing. Just the PSN account doesn’t require payment. The subscription is for playing in MP and (I think) access to online media like yt.
The account is step one to lock you into their ecosystem to then force payment plans.
Probably, but it hasn’t been on the table yet. Saying that it was is just going to hurt valid criticism.
Subscription fee? Is this true? Do they have a PC Game Pass service now?