Too Much Multiplayer In Today's Games?
hornedrat writes "Gamepro discusses the idea that modern games put too much emphasis on multiplayer, and that players aren't as concerned about it as developers think. 'The current environment encourages developers to unnecessarily toss multiplayer into their games without caring about it — or even considering whether anyone will bother playing it. It’s like they're checking an invisible quota box that demands multiplayer's inclusion.' Personally I agree that too much emphasis is placed on competitive multiplayer. I play online, but only with my brother in games that allow co-operative modes, like Rainbow Six: Vegas and ARMA 2. 'My point isn't that developers shouldn't try and conquer Halo or Call of Duty. We'd never have any progress in this industry if developers didn't compete. Game companies, however, should think carefully about what they want their games to be, and more important, gamers should consider what they want. If a developer wants to eclipse Halo, then by all means, pour that effort into a multiplayer mode that's different.' I would be interested to know how many gamers really care about the multiplayer components of the games they buy."
I exclusively play multiplayer games, except on my phone when I want a quick game of Vexed or something to pass the time. Other than that, single player games are a little sad, and never as challenging as multiplayer. The way single player games are made challenging are to have bad guys with more strength/weapons/power than you, and/or cheating. Whereas QuakeLive is as good as the guys you're playing against, and given that it's full of clan players and people who've been playing quake for perhaps longer than they should have, it means that you're competing on level ground when it comes to player specs/weapons, but against people who know every last trick available (which you can learn should you be arsed). Who wants to play quakelive against bots? What would be the point?
The problem with multi-player is that it depends on an online server today which will shut down in time. Consider Super Mario Bros. a game made what? Nearly 30 years ago? It is still as playable today as is was in the 80s. Now consider Halo 2 made in 2004 which is now crippled in 2010 because Xbox live for the Xbox has been discontinued.
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I virtually never play multiplayer online (I'll play multiplayer console games with friends, but virtually never with random people). Why? Two reasons. First, multiplayer is horribly repetitive and lacks originality. Secondly, when doing random matches online, the overwhelming majority of people are total asshats (see John Gabriel's Greater Internet Fuckwad Theory) that completely ruin any fun.
Companies need to focus on having original gameplay and an involving story that keeps you wanting to play, not just repetitive multiplayer.
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Developers? No. The checking-off box mentality is created by the execs who look at past performance, market research, and all that boring stuff to come up with very specific ideas about what they want in a game. The developers usually have to build what the publisher asks for if they want to get paid.
Of course if you as a developer think you know better you can always strike out on your own, but most that do don't end up making much money. Thems the breaks.
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The two Super Mario Galaxy games have this "sidekick" feature that lets your little brother have fun while you're playing. You achieve all the tough stuff in the level, while any toddler who wants to sit next to you can wave the wand and collect extra stars that may help you out in some way. I'd love to see more games have a sidekick feature, or a mode which is way easier and open-ended than the beat-a-boss-find-a-bigger-boss treadmill. Say, for each major area in the game, just let somebody putz around and explore, push buttons, be congratulated for finding stuff and reset things so they can "find" them again and again. We don't all start out as an obsessed 14-year-old ready to frag everybody in sight.
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Around the late 1990s and early 2000s, there were a number of games with both single-player and multiplayer components, where basically nobody cared about the single-player components, and companies increasingly decided that, as a result, it was hardly worth bothering with them. Starcraft wasn't a success because of its single-player missions, the new single-player missions weren't what sold most copies of the Starcraft: Brood War expansion. Counterstrike was a huge success despite not even having a single-player component. Same with Quake 3 Arena: just ditched the single-player entirely, and did very well.
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Personally I like both qualities, depending on the game. A game that I can pick up any time and play solo is probably going to get more attention from me in general, but having the option of multiplayer is good, too. It really depends on the game - it definitely shouldn't be shoehorned in, but at the same time, it can be a fun bonus feature in an otherwise solo game.
Prototype comes to mind - a primarily solo game that game would've been a riot if i could bring in a buddy or two with all that superpowered and disembowel-ly fun to spread some chaos on the unsuspecting city, but it did hold up well as single player only - all the focus was on the solo campaign with no distractions of deathmatches or arenas or any junk like that shoehorned in. It just comes down to making a decision on the type of game you want to produce and to make sure that you do it right all around. I play Borderlands solo pretty regularly, for example, but I could be playing with friends any time and it would be a relatively seamless experience. Putting multiplayer into Bioshock 2, however, I thought was a horrific waste - it just doesn't "fit" the game, the environment, the atmosphere. It seems like it cheapens the experience. Gamers aren't right about what they want all the time, and this was one of those times. (I don't know what invisible horde it was that was clamoring for multi in bioshock 2, but thanks a lot guys. that's time and money they could've put into making the single player game actually better than the first.)
What more can be said? Multiplayer and single player both have their places. I played Fallout 3 and loved it, very much a solo game. On the other hand I play Team Fortress 2 like a maniac, and conceptually it's the very core of multiplayer.
This game rocks BTW. On one level if you attempt to get multi-player coop help you are abducted by the level end boss and become his unwitting proxy. You must fight another person playing the game. This makes that level very hard as equipment, tactics, and skill are all essentially random. This is really just the cream on the top of the almost transparent but pervasive and enticing multi-player world. Demon's Souls is the shit.
I rarely ever use the multiplayer parts of the games that I own. I don't like griefers and the such. I just want to play the game and complete the quests and such. I don't need the harassment and bother that these jerks bring to the games. I buy games to have fun, not be frustrated.
For me, multiplayer games require time to learn to be functional in it. Maybe too much time. Time to learn the maps, the strats, to not be a noob. It's not fun to be frag meat.
With all the extra time I put in these days at work, not to mention stress, my gaming time is more limited.
I prefer single player more now. Single player means just moving along at my own pace. No pressure, no matches, no expectations.
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I go for single-player games. For me, gaming is about escapism -- and the story / plot. This is why I love playing Oblivion but won't touch WoW or other MMORPGs. Sartre said it best: "L'enfer, c'est les autres." ("Hell is other people.")
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Making a big part of the game online is the only way publishers (developers tend not to care as much) can ensure they can have some sort of effective copy protection (since DRMs don't work because they don't control the client...but they sure as hell can control the servers).
Obviously that doesn't apply to peer-to-peer multiplayers that don't require any interaction with a central server. Sure, you can have an independent server to bypass the need of the main one, but then you lose a big chunk of the community. Not 100% effective, but sure as hell more effective than 99.9999% of DRM out there, so publishers go that route.
How many time do you hear hardcore pirates going "Bah, im gonna buy this game, I want to play online". I know I do almost daily... (yes, daily)
The problem with multi-player is that it depends on an online server today which will shut down in time.
Not if it's local multiplayer with one machine and two to four gamepads, like Bomberman series or Smash Bros. series or Tetris Party. Not all multiplayer games have to be FPS or RTS. With the rise of HDTV, it's even practical for PC games to get in on this act.
Devs need to have multiplayer be an afterthought after designing a core, solid single player experience. Either that or have an established user base or famous IP behind the multiplayer.
Take Halo for example, it started as a great single player story with a great combat system (and a second buddy allowed to bum around with you but not shown on cutscenes), and local multiplayer that became extremely popular.
Halo 2 followed the story (but was considered a story flop compared to the first) but turned the multiplayer into quite possibly one of the most thriving multiplayer systems in at least console history. Halo 3 comes around and incorporates even more multiplayer into the campaign, and again continues the multiplayer. It all started with a core single player experience.
COD4, that started the whole FPS as RPG experience, had a comparatively short story mode, but, what a surprise, they started the franchise with COD that was primarily a top notch single player experience. So again, they built upon a successful single player franchise to create a very popular multiplayer experience.
Starcraft, just to point out this isn't limited to FPS, built upon a solid single player experience and was also the first of the craft games to have multiplayer, unsurprisingly it became a crazy hit. Everyone who is interested in Dragon Age has probably mused about how fun multiplayer could be if it was done right. GTA followed this to the T as well, and unsurprisingly most fans liked the multiplayer. Portal was a primarily single player experience that was lauded like crazy. If they come out with a great multiplayer mode in part deux it will possibly be the next big thing. Plan multiplayer for the sequel seems to be the most direct way to make cash moneys. Or at least focus on the single player first.
The only thing is, there do seem to be some exceptions. Counter Strike, Team Fortress 1+2 for example, but those could be attributed as the "real" multiplayer modes of half life and HL2. Shadowrun was completely multiplayer and was a hilarious flop (even though the gameplay wasn't bad).
Are there any extremely successful multiplayer games that either didn't have a extremely successful single player experience that preceded it, a strong pedigree or were popular PC mods?
Multiplayer mode is one of those features that relatively few players use, but almost everyone surveyed say they will use. Go figure.
However, one conclusion is very clear (as seen at various discussions on Gamasutra and at GDC Austin): multiplayer is seen by developers as an excellent way to extend the lifespan of a game. Multiplayer is essentially free content. The idea is that a player will keep coming back for multiplayer, thus keeping the title fresh in their minds, and making it more likely they will buy expansions or sequels. Is this true? Case-by-case basis.
I suspect that until multiplayer gaming is cleaned up (something done to lock out griefers and cheaters, and deal with bad behavior generically), many people will quickly find that multiplayer play loses its sparkle. As the industry is starting to realize, if a game is associated with nothing but a bad experience due to a cretinous few, it won't matter that it's not the publisher's fault. A player will say "Crysis, yeah, that's where the aimbots are at, and that's where I get called a fag every five seconds", then go off to TF2 (which enjoys a better reputation for being more supportive towards n00bs like me). In a situation like that, someone will be more likely to buy TF3 than Crysis 2, because of the negativity surrounding the one and the positivity surrounding the other. Fair or otherwise, that's reality.
Everybody gets what the majority deserves.
I'd say the problem is the preponderance of squeaky-voiced racist children. Multiplayer games need better filters to keep out the riff-raff.
That's one of the things that is driving me away from multiplayer games. This problem used to be more or less solved; I'd only play on servers with active admins that would kick/ban people like that. Sadly the major developers/publishers seem to have decided that this is somehow bad, and instead like to match me up with random fuckwads with no way of getting rid of them or choosing a specific server to play on. They all seem to be taking a step backwards in this respect, apparently thinking that a server list is way too complicated for us "consumers", allowing people to set up their own dedicated hosts is evil, and generally sacrificing my ability to play where and how I see fit in the name of idiocies such as global "accomplishments" and stat tracking (seriously? Does anyone actually care about that crap?).
I no longer enjoy playing against 1's and 0's once I've played against humans. It's much more challenging and satisfying as well. Nothing beats making a headshot across the map and just KNOWING that someone is pissed off. When hit by said shot, I'm both pissed and admiring the shot as well.
Why is there no multi-player quest mode [in Mario Kart Wii] that lets my kid and I unlock new tracks by playing together?
Worse yet, the Super NES and Nintendo 64 versions had a 2-player quest mode.
Starcraft, just to point out this isn't limited to FPS, built upon a solid single player experience and was also the first of the craft games to have multiplayer
Warcraft II had LAN play.
Are there any extremely successful multiplayer games that either didn't have a extremely successful single player experience that preceded it, a strong pedigree or were popular PC mods?
EverQuest. Unlike UO, FFXI, and WOW, it wasn't an extension of an existing single-player RPG franchise.
What you're describing is QuickTimeEvents and they are one of the worst things about games but still seem to be getting more common.
Fans of WarioWare, a whole franchise built around sequences of four-second QTEs, would disagree with that.
It better have good multiplayer. I haven't even touched the single player campaign of MW2 but I play online daily. Play the Medal of Honor beta that's out right now and then say multiplayer doesn't matter. DICE doesn't seem to think so with the crap job they did on MoH's multiplayer.
Similarly, I wish SHODAN had been played by a random other person selected via a matchmaking service. And Doctor Breen would have been cooler if he were voiced by a kid on XBox Live. How great would Pripyat have been if the monolith were controlled by a Ukrainian connected through Gamespy?
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I was pretty damn good at Quake and Unreal Tournament back in the day, but I no longer enjoy playing against humans as much as I used to. I don't have the time necessary to play games and study strategy eight hours a day any more, which means that I always lose against the people who do, and quite frequently they're immature, vulgar winners. I could go hang out at the local middle school if I wanted to hear a thirteen-year-old call me a fag.
So now I play single player games almost exclusively, because I can relax and take them at my own pace.
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Bioshock 2. The first one had no multiplayer and was a fairly solid single player game. For the sequel they decided it needed multiplayer, even though not many people were asking for it. The result? A watered down single player campaign, and a watered down multiplayer game that a tiny amount of people play online.
...I I mentioned in a forum that "Multiplayer is actually the best way of not programming a good AI."
I'm not sure where you got any of those ideas actually.
1. While graphics are a big selling point and much talked about, if it were the only one, there'd be no need to get an RPG instead of, dunno, just about anything else. Like an old-school mindless FPS where the whole plot is "kill everyone on the map."
Even for non-RPGs, ever heard of a game called Half Life? Yeah, that's around where having a story started to matter even in FPS.
That the graphics get the most hype is also an issue of it being the easiest to talk about without playing for more than an hour or two, which is what the average reviewer seems to do. Plus you can put a lot of screenshots on a review site, while discussing plot elements is actually frowned upon.
2. Speaking of which: if the story didn't matter, then why are spoilers frowned upon?
3. I'm pretty sure that the expansion of the games market in the last two decades straight was mainly due to making games increasingly _less_ challenging. From such stuff as Max Payne's decreasing the difficulty ever more without even asking if you die too much, to WoW basically increasing the MMO market size by an order of magnitude by being less challenging than any other MMO out there, to RPGs with scaled enemies so you don't end up with challenges above your level, to racing games with rubberband mechanics where essentially everyone drives around your position so you can still win even if you bounce in all the walls, etc, the history of the last decade can be summed up as basically "how can we make our games accessible to everyone short of a paraplegic and not challenge them much?"
The age of the die-hard nerds playing just to prove they can win against stupid odds in a game, has come and gone. It was an age where markets were measured in thousands of units sold, and selling 10,000 copies would make you a cult classic. The mass market just isn't there and never was.
But, heck, even way back, Lucas Arts was more popular than Sierra because their adventures didn't kill your character and make you reload for every mistake, nor let you do something that will make it impossible to win the game later. Lucas adventures literally let you try everything everywhere, with _zero_ repercussions for doing something wrong. So, why did people buy those if everyone wants a challenge?
4. As someone who dabbled into modding, I'm pretty sure that there's a huge number of people out there who'll explicitly look for basically god-mode items. That's not people playing for a challenge, that's people who basically just want to bonk that big-ass dragon on the head _once_ and move on to the next bit of the story. Basically, yes, they just want a "Press A to continue" instead of the whole challenge.
Plus, in the same vein, there's the issue of the thousands of sites dedicated to cheats, or the fact that on consoles there's actually money to be made by selling cheat programs like GameShark, Exploder, and whatever it is they use these days. Or save games that include every item in the game and a hacked character with all skills and 1,000,000 health. Roll that around in your head. There are people willing to actually pay extra money to remove the challenge, and there always were enough to support several vendors on any given console.
5. But to get back to story, funnily enough, your argument sounds to me like a rehash of Nintendo's arguments back in the N64 vs Playstation days. Nintendo was still The Big N, and when everyone who wanted to pack elaborate stories and FMV scenes (not to mention Nintendo's asshole attitude and delusions of being some kind of dictator back in those days) fled to Playstation and it's cheap CDs, Nintendo basically went on to give lots of speeches saying the same: story doesn't matter, people don't want RPGs, some kind of platformer is what everyone plays because gameplay is the only thing that matters. It even went for insulting statements like that those who play RPGs are just a handful of depressed people playing in a dark basement. Yeah, ask them how
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