Sculptured also ran into similar trouble designing PC controls for Mortal Kombat 3. There were so many processors, sound cards, graphics chips, display modes, and controllers that a developer's decision to support one or another meant you either got the best version of an arcade game, or one that was barely playable, if it ran at all. One of the biggest issues with PC gaming until the mid-2000s was the lack of standardization in hardware. "The more people who booted it up, the more noise and traffic you had on your network from these workstations saying, 'I'm here, let's play.'"Ĭraddock's excerpts also touch on another topic that may seem foreign to today's PC gamers: the variety and unreliability of PC hardware configurations in the '90s: "Anyone in your company who did the same thing, those games were sitting there, broadcasting on your network," Peters says. The problem was the game pinged-sent out a signal letting other computers know it was interested-constantly. Peli, who went on to write and direct the horror film Paranormal Activity, programmed MK3's multiplayer mode to search for players over a LAN. Peters credits Oren Peli with MK3's networking code. Craddock also discusses Sculpture's work on MK3's early network multiplayer capabilities, the surprising developer behind them, as well as a quirk in its netcode that could bring an entire office's internet to its knees:
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