I think the only slow down connection wise would be with the player who is playing at the highest level recieving information. Apart from that i could operate on a normal connection.
As for timing, i think that it will all come down to game designing the elements of the FPS interaction. The player who''s playing on the FPS level doesn''t have to always be fighting othter players (DM). Most of the time it would be more than likely that they would be fighting computer AI. And AI is where the real problems will stem from i think (in a RTS/FPS).
But this is just one example, there''s so many different ways this could be done. I''m thinking various combinations of games like quake, sim city, incubation, starcraft, carma, diablo, fallout, elite, etc.
There''s also another big problem, what if one of these games flop. This too would have to be addressed.
I''m just dreaming of being able to call in an air strike in a FPS and maybe just maybe it''ll come
in an online situation. What about a simcity/diablo type of game.
You''d have to sell them in the one package for starters which would push the price up considerably. Then you''ve got to handle building 2 games in the time frame of 1 or 1 and a half at best. The costs. And finding someone willing to support the idea. An incredibly cohesive game design doc and layout. Easy
I know there''s another way though!
I love Game Design and it loves me back.
Our Goal is "Fun"!