They had other console games beside ETQW?
No, but it's possible to play Wolf and QW outside the usual PC dedicated server model with a player host, which is P2P.
And Elfishgene, if you'd seen how well Assassin's Creed: Brotherhood played all the way through from the beta up until the pre-Da Vinci Disappearance patch (hasn't been the same since), or if you'd played Transformers: War for Cybertron before the map packs killed it...
NEITHER of which have dedicated servers OR host migration... (and both of which would have benefited greatly from host migration, I might add)
You'd have seen two games which almost totally put the lie to any claims that p2p is unsupportable.
Did they have their laggy games? Yes, but so does Resistance: Fall of Man while playing 8 player on dedicated servers meant to hold up to 40 players. Were they perfect? No, but again, neither are games with dedicated servers.
If you're so insistent that a game can't do well without them on console, that's your loss. Stick to playing Homefront. We'll cheer you on (sarcastically, of course, but we'll still be there).
And Munx, MOST P2P games DO designate one player as host. I'm HOPING that Brink is an exception to this, and has decentralised communication between players, because that's the best way to implement p2p. It reduces lag, and results in host migration being a non-invasive process. Because even in a decentralised game network, there will be a designated host to track the relative positions of players who AREN'T in close proximity to one another, while direct communication can occur between players who are gathered together.