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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."

26 of 362 comments (clear)

  1. Short lifespan by Darkness404 · · Score: 4, Insightful

    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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  2. More decent gameplay, less multiplayer by Totenglocke · · Score: 5, Insightful

    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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    1. Re:More decent gameplay, less multiplayer by Jimmy+King · · Score: 5, Insightful

      I'm in the same boat. Online multiplayer against strangers is fun for the first month or two a game is out for me. After that, most of the regular people and average skilled gamers have left and all you've got are people that are some combination of so much better than me (and better than I have the time and patience or natural talent to be) that I might as well just set the controller down and let them kill me and assholes. If all it has going for it is multiplayer, I'll probably stop there and not buy any expansions or sequels.

      Good single player game? I'll buy it, I'll probably buy most of the expansions that get released, and I'll buy the sequels. That's held true to Fable (I also re-bought the whole game just for the lost chapters version), Fable 2, Fallout 3, Dragon Age, Oblivion, Rock Band, and so on with a continually growing list of games that include, and are frequently solely based on, a solid single player experience

    2. Re:More decent gameplay, less multiplayer by JanneM · · Score: 4, Insightful

      "My cousin (a total noob at any kind of gaming ... or PCs) was like one of those target dummies in Oblivion, and my brother and I chased him all over the map blowing him up, mowing him down and generally turning him into dog food. Fun!"

      How much fun did your cousin have?

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  3. little kid brother modes by Speare · · Score: 5, Insightful

    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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  4. Re:Hardly by Ephemeriis · · Score: 5, Insightful

    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?

    You're only thinking of a very narrow subset of games.

    Was Myst made more challenging by giving the bad guys more strength/weapons/power than the player? What about The Path? Or Braid? Or Portal?

    Lots of games challenge players in different ways - challenge them to think through a situation, rather than relying on quick reflexes or memorizing a map's layout.

    But I think you're missing the broader picture... A single-player game does not need to be challenging to be fun. It doesn't actually have to be hard to complete. A single-player game can present an interesting storyline in ways that a multi-player game cannot (or, at least, has not yet).

    In a single-player game you can develop characters and settings. You can explore a world. You can show the consequences of your actions. You can have a whole story arc.

    A multi-player game is generally about pure competition. Beat the other guy. Score more kills. Get more points.

    It's kind of like comparing football to a novel.

    --
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  5. both are good by headonfire · · Score: 4, Insightful

    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.

  6. Re:Hardly by Darkness404 · · Score: 4, Insightful

    There are some fundamental flaws in multiplayer games that can't be fixed with technology that make things non-fun.

    A) Most random people on the internet who play games on Xbox live and the like are complete assholes. Consider the message I got last night while playing some TF2 "Why are you fucking hacking you fucking douchbag" and the reason that was given that I was "hacking" is because I managed to backstab him while he was sniping several times in the row when his back was turned... Enough people like that are out in the world to make playing online against random people a pain.

    B) The difficulty. It takes a lot longer to learn how to efficiently play an online game than it is to learn to play a single player game. Even worse is if you are in a team-style game and have to endure abuse about how you aren't as great as they are despite the fact you bought the game yesterday... And difficulty can't be accurately chosen unlike a single player game, yes, there are systems like Halo's matchmaking, but even that doesn't always work.

    C) Cheating/Lag, few things are more frustrating than trying to snipe on a laggy connection.

    D) Badly managed servers. For example, on Team Fortress 2, you will have people who decide to make everyone be engineers, then suddenly allow for one spy, then make everyone be engineers once someone on their team is the spy...

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  7. Re:Hardly by Monchanger · · Score: 4, Insightful

    Who wants to play quakelive against bots? What would be the point?

    I do, especially when I first start out.

    Years back I was interested enough to take a look at "America's Army" to see what all the fuss was about and I quit and uninstalled before the first match was even over. It felt complicated, my mission was unknown, and the other players didn't know not to expect anything of a guy who not only just started playing but hasn't been an FPS guy since playing Doom2 over the network in high school.

    I got a beta invite to Starcraft2 and ran into the exact same problem. Having never played the original I definitely wanted to give it a test run before purchasing. The beta doesn't include campaign mode, which is understandable, but doesn't have even the first mission of the tutorial where you learn to just move units around and what your resources are. I'm glad for serious players that Blizzard had the wisdom to tier their players so I never play someone who's been playing Starcraft for a decade, but I was still an annoying scrub to another beginning player who could have been just one not-so-god-awful-player- away from the next tier up. Given the awful zerging I got, I've very little interest in buying the game.

    Multiplayer is great for going beyond the basics, but there are plenty of players who don't or won't. I've got a life and only play a game for a few dozen hours, so I do want the easy-to-medium level AI.

  8. Don't multiplay much by BlueBat · · Score: 4, Interesting

    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.

  9. Re:Hardly by IrquiM · · Score: 4, Interesting

    Well... I never play multiplayer, so I've just stopped playing all together!

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  10. Time sink by Bruinwar · · Score: 5, Insightful

    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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  11. As long as I can opt out by FlyByPC · · Score: 5, Insightful

    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.")

    --
    Paleotechnologist and connoisseur of pretty shiny things.
  12. They don't have a choice now. by Shados · · Score: 4, Interesting

    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)

  13. Re:Hardly by CannonballHead · · Score: 5, Insightful

    I disagree. A lot of RPG's have had extremely successful single-player campaigns, but the graphics were not all that great, even when the game first came out ... and many continue replaying it. Why? Not graphics or challenge, but story. "Hey, what happens to the story if I do it this way instead" or "use this character" or "how does this class follow the story path" ... etc.

    Or, say, Oblivion. Not a hard game. Not amazing graphics (at least, anymore), but generically nice. Not multiplayer at all. It was pretty successful. It had a more or less simple and somewhat interesting main storyline, but what made it fun was the rather free world it presented.

    Your example of "Tom Clancy: Press A" with moving dialogues (basically, a book) is a bit oversimplified. When the GP was talking about "story," I'm pretty sure he's talking about story interaction, not just the flat linear telling of a story. It's the placing of the game player into the story that people like, not simply being told the story itself. It's BEING the protagonist - or someone in the story, anyways - that's fun.

    Just like actually controlling the exploration of a world is a lot different than having a guided tour of the world. Who would want a guided tour of Oblivion, a hands-off experience? That'd be boring.

    Many non-RPG games appear to be putting RPG elements in, as well. FPS's with a lot of storyline (e.g., Half-Life). FPS's with characters gaining levels/experience ("Action-RPG"). Heavy story RTS games with small "experience"-based leveling type things, such as World in Conflict.

  14. Re:Hardly by Hatta · · Score: 5, Funny

    Go play nethack and get back to me. Yeah, that horde of 'q' is stronger than you are. But who's smarter? (judging from your post, I'm betting on the 'q' actually)

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  15. Single Player is key by ceraphis · · Score: 4, Interesting

    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?

  16. Re:Hardly by getNewNickName · · Score: 5, Insightful

    Most of the responses so far have equated multiplayer with death-match style gameplay. What people seem to be neglecting is coop campaign style multiplayer. I don't much care for death-match with random online players, but instead it's fun to get together with friends to play through story mode. This is what I would like to see more of in upcoming games.

  17. Multiplayer = Longer game lifespan by Caerdwyn · · Score: 4, Insightful

    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.

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  18. Re:I wouldn't say the problem is with multiplayer by demonbug · · Score: 4, Insightful

    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?).

  19. Re:Hardly by modecx · · Score: 4, Informative

    D) Badly managed servers. For example, on Team Fortress 2, you will have people who decide to make everyone be engineers, then suddenly allow for one spy, then make everyone be engineers once someone on their team is the spy...

    That's not a badly managed server. That's a server with a custom game mode that you don't happen to like. A few multiplayer games have had something of a "cooties" mode, where you either A) avoid getting killed by the cooties monster, B) become the cooties monster and have to kill someone else. As for me, I sometimes find that kind of game an interesting distraction. Sometimes the modder comes up with something *GOOD*, or at least something original.

    Here's badly managed servers for you: every singular MW2 PC server. Due to the idiotic idea that is iwNET, you will be paired you will be paired with a given 'server' if they have an open slot and you have a decent ping. That 'server' is some other schmuck playing in your game. A good 50+% of connections are bad, very bad, or horrible, I'm sure due to any number of faults. Further, the server 'admin' either doesn't know how to correct issies, or is apathetic to the fact that some turd is running a wall-hack or aim-bot.

    If that wasn't bad enough, the kids have found ways of creating servers with their own rules: and here's the rub: you're still connecting to them regardless of any want or desire on your behalf... And you have no idea that you're connecting to a hacked server before you're in it. Example: A few weeks ago, I joined up on a server that instantly leveled me to level 70, and gave me darn near *every* achievement. Every unlock for every gun, every logo...You know... it sucks royal.

    Maybe I'm the only guy who likes playing to accomplish achievements. It forces me to break the mold, try guns and stuff that I might not have liked at first--and learn to dominate people with them. Now, I have every achievement, and can't get rid of them. Can't bring myself to play it anymore.

    At least the modded servers in TF2 tend to advertise that fact--giving you the opportunity to decide if you want to join or not.

    --
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  20. I gravitate toward multiplayer nowadays by Jay+Tarbox · · Score: 5, Interesting

    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.

  21. Re:I think gamer interest largely drove the shift by grumbel · · Score: 4, Insightful

    The trouble aren't really the games that focus completly on multiplayer, but the games that do it as a lackluster sideshow. So instead of focusing all their development power on the singleplayer, they waste time on a second rate multiplayer mode that nobody is going to play anyway.

    See Brütal Legend as a horrible example, instead of doing the proper singleplayer game that people wanted, they have created this hybrid of a ultra short singleplayer campaign combined with a lame multiplayer mode. It kind of boggles my mind how anybody could look at that concept and consider it a good idea. But there are of cause plenty of other games where the multilpayer mode is basically just there so that they can say "Hey, we have multiplayer to!".

    If developers don't care enough about multiplayer to make it really good, they just should give up on it and focus on singleplayer, as a multiplayer that nobody plays is basically less then worthless. It is kind of the same with MMORPGs, you have to be really really good if you want to compete against WoW, if that is to much, then there is little point in even trying.

  22. Re:If it's a FPS by Colonel+Korn · · Score: 4, Insightful

    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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  23. Re:Hardly by Yosho · · Score: 4, Insightful

    FWIW, if you had never played the original... then beta-testing the sequel seems pretty silly. What use woould you be as a beta-tester of the game?

    Maybe you would have been a great candidate for beta-testing the tutorials. Or beta-testing the campaign mode.

    Maybe I'm just being grumpy... but for you to complain, never having played the original, that the beta-test of a sequel was not noob-friendly... well, it just seems like you're barking up the wrong tree.

    As a software developer, I have to say that the best kinds of beta testers are the ones who go in with no expectations and no prior knowledge of the subject.

    Experienced users/players already know how everything works, so they all click on things the same way, interact with things the same way, and use the same general set of features. Inexperienced users/players will click on random things, try unusual combinations of actions, and, in general, do things that no old timer would ever consider.

    Heck, the entire point of a public beta test is to find problems that you didn't find in your internal testing.

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  24. Not sure where you got that idea by Moraelin · · Score: 5, Interesting

    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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