GameSpy Technologies work across all major game platforms.

Because No One Should Ever Have to Game Alone

Command & Conquer 3 uses GameSpy's lobby and AutoMatch systems.

Command & Conquer 3 uses GameSpy's lobby and AutoMatch systems.

You really don't want to worry about this, do you?  Look to our Transport library for help.

You really don't want to worry about this, do you? Look to our Transport library for help.

Get daily use - and abuse - reports for CD keys.  Quickly and easily disable abused keys.

Get daily use - and abuse - reports for CD keys. Quickly and easily disable abused keys.

Flexible filtering allows you to refine the list of games shown to your users.

Flexible filtering allows you to refine the list of games shown to your users.

GameSpy Connect is the heart of the online multiplayer experience. This family of SDK and services provides networking, matchmaking and administrative functionality - everything you need to get your game online quickly and easily.

Networking

At the foundation of Connect is the network. We give you, the developer, a stable, cross-platform transport layer so that your players can lay down the smack, whether on the PC, mobile or on a console. Let us worry about sockets, NAT negotiation and the vagaries of the HTTP protocol. You worry about making a game on top of it that kicks.

  • Allows full access to low-level sockets
  • Provides support for reliable and ordered UDP messages
  • Enables cross-platform communication, such as PC-to-consoles and devices with endianess correction
  • NAT negotiation works with GameSpy Transport layer or your own and does not introduce additional latency once connection is established
  • NAT negotiation with all major router types (full cone, restricted cone, port-restricted cone and symmetric)
  • Success rate for connected devices is greater than 90% (as reported by 3rd party)

Matchmaking

So now you have the means to establish a stable network. How do your gamers actually find one another? We support a variety of different matchmaking types to make your life easy.

Want a lobby system? Got it. Need a simple challenge-based system? Check! A simple server browser? We've got that, too. Quickmatch? You bet.

Your game is special. We don't try and force you, or your lobby, into a box.

  • Support for game hosts and other players behind a firewall
  • Segment players by title needs such as region, language, game mode, and skill settings
  • Automatically broadcasts user details, such as skill level, to other lobby participants
  • Optional integration with CD Key system for 2nd, 3rd layer security checks
  • SQL-style server-side filtering for fast list refreshes
  • Multi-column sorting by server rules
  • Automatic latency detection
  • LAN support allows reuse of matchmaking regardless of connectivity

Usage Analysis

The Usage Analysis SDK tracks basic instances of developer-specified events, such as joining a multiplayer game, encountering hardware incompatibilities, or unlocking game secrets. Usage Analysis is highly recommended for every online title as it provides valuable player information to publishers and developers.

  • Implemented with a single line of code
  • Support for multiple version and distribution tracking
  • Tracks first time usage, upgrades, and total unique uses
  • Web-admin tool provides access to usage reports

CD Keys

The GameSpy CD Key system validates unique serial numbers, providing several layers of defense against piracy. The system tracks valid keys, their status, and prevents simultaneous use of a single key online. Optional integration with the matchmaking system provide extra layers of security.

  • Co-exists with disc-based protection schemes
  • Track key usage history, abuse via web-based admin interface
  • Ban a abused keys
  • Optional Matchmaking integration to provide extra layers of security

Patching

The Patching SDK automatically determines whether a user requires a patch for a given version and allows the developer to provide additional patch information in-game to the user. Keeping all users of a multiplayer game on the current version maintains network compatibility and avoids community fragmentation.

  • Compatible with all patch creation software
  • Web-based admin interface controls patch definition
  • Supports incremental, full and region-specific patching

We love to talk about making games larger than life. Send us a note.

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