those are stereotypical, it depends on the features of exactly which you would want to do, the company, real world money-payed extras ect ect.
examples of these varables
-in game advertising, this allows the company that hosts the servers to get less lag and better ping
-paid item shop/extras
paid item shops/extras such as unlockable weapons/costumes/items/cool stuff will help the income of the hosting company therefore beter servers, and better ping
company: companies have a big difference, most companies can use their own servers thus less lag, because of no partitions per server unless it's per game, and no domain name mesing, you just need an IP# in every game disc for the main server. also, it depends on the dedication of the gaming company whether it's to free online or not. you can actually run a game server with minimal lag for little to no money save for a meduim large start up cost.
game, different games have different needs, an MMORPG game, for example doesn't have lag as much of an issue, a FPS or something like Smash would. so game companies would have the best servers for high risk games (in the way of overall quality based upon lag) and the lesser servers for lesstaxing games. game map size also has a BIG difference, big maps have more lag, because of the more players and the more space that those players can be in. Smash I would think wouldn't have that much lag.
non player charecters: the more NPcs the more the system has to think about, including non moving NPCs more Npcs= more lag less NPCs the less taxing the game on the CPU so it works better.
I personally like F2P games, I hate monthly paid stuff, that's why I would love the wii wifi Smash Bros lol
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