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The Challenges of Making a Multiplayer Game

PokeBlor writes: "Arena.net has an article by Patrick Wyatt, a Blizzard ex, that goes into depth about the creation of multiplayer games, ranging from replayability to lag. He uses good examples from Starcraft and Warcraft 2, two games that Wyatt was a designer on."

5 of 322 comments (clear)

  1. What about a rating by asmithmd1 · · Score: 5, Interesting
    The article doesn't mention cheating or a peer rating system like Ebay. This is something an online gaming community can add so that when you are tring to find a partner you have some idea how he has behaved in the past

  2. cheating by asv108 · · Score: 5, Interesting

    I think the number one problem with online games is cheating. There have been countless times where I have been totally addicted to a game, and then a cheat ruins all the fun. People play online games because it is so much more exciting to compete against a real person. If the game becomes unbalanced, players will either move on to another game or use the cheat themselves.

  3. Other article by delta407 · · Score: 5, Interesting

    There's another article that sounds similar about is written by Peter Lincroft entitled The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter back when multiplayer games were not plentiful.

    It's interesting reading, including "Lesson four: UDP is better than TCP, but it still sucks" and "Lesson five: Whenever you think the Internet can't get any worse, it gets worse". It's good stuff.

  4. Improved graphics spoiled Ultima series by October_30th · · Score: 5, Interesting
    Ultima series was not exactly a multiplayer game, but I think it serves as an excellent example of how a brilliant game is destroyed by demands for "realistic" graphics.

    With bare-minimum graphics like Ultima III on C64 all the action took place in your own mind -- the best virtual reality/graphics engine ever developed.

    When the series moved onto a sort of 3d graphics in Ultima VI the whole atmosphere changed. Suddenly you had these STUPID, squeaky-clean looking characters on the screen instead of the rough bunch of veterans you always had imagined. All the monsters were pitiful caricatures of the nightmares I had fought in the earlier Ultima episodes. In short, the whole game was fucked up because you were being forcefed the (annoying) vision of the game developers.

    game graphics will be indistinguishable from real life

    Sigh. And what's the point in that when the purpose of the games is to help you to spend some time away from the reality!?

    --
    The owls are not what they seem
  5. Re:Oxymoron...social gamers by alcmena · · Score: 5, Interesting

    I used to run my own Counter-Strike server, and I couldn't agree with your post more. It got so bad that I eventually wrote a program that punishes people when they would complain about laggers, campers, cheaters, etc. The punishment was 50% of your health. Do it three times, you're gagged and can only talk to your team. Three more, you're kicked. Three more, you're banned for an hour.

    I'm usually one who is strongly against filters, but I have to admit, this one did wonders. People learned to either be civil towards each other, or they learned to be quiet.