Splitscreen Gaming Is a Culture, Not a Mode
SlappingOysters writes: Grab It discusses the loss of splitscreen gaming to the Halo series in this article that asks developer 343 Industries to re-evaluate its position on cutting the feature. The developer has cited "increased visual and gameplay fidelity" as the reasons for cutting the series' hallmark mode. In better news for couch co-op fans, the site does confirm that Gears of War 4 will have splitscreen gameplay when it releases in 2016.
Mike and James had a play vid of the new Godzilla game on ps4, James is pretty much about old school games only and really has no clue about modern games. They wanted to play split screen 1 on 1 vs mode and....couldn't. To boot, they had to have a ps4 live account just to access the vs mode which was online only.
In some ways games really have taken a step backward, instead of kinects and moves to bring social gaming back...maybe they should bring simple things like 2/4 split screen back.
There are a few things behind the decline in split-screen gaming on consoles.
Demographics have changed a lot. Until the latter part of the PS2/Xbox cycle, console gaming (with a small handful of exceptions) meant getting a bunch of people into the same room at the same time. That was ok as far as it went; a huge chunk of the gaming demographic back then was the teenager and young-adult market, with ready availability of siblings or housemates to provide the players. Those players are still the most important purchasing demographic, but they're older now. Split-screen gaming for them is a "special occasions" thing now, while online gaming is there for them whenever they feel like it.
Gamers are also a lot more intolerant of poor framerates than was the case in the past. Split-screen gaming usually involves a big hit to framerate and many classic split-screen games (including the early Halo titles) made enormous compromises in this area. Ever since the Call of Duty series started making a big selling point out of its 60fps gaming, there's been a lot more focus on framerates. For those about to cry "graphical snobbery!" - the difference in responsiveness and feel between a console shooter running at a steady 60fps and one running at either a steady 30fps or, worse still, a variable framerate is huge. PC gamers might not appreciate this, since they're used to having a lot more control in this area. But one of the big reasons why the Call of Duty series made it so big on consoles (despite seeming tame and unambitious to PC gamers) is that it just feels so much more responsive than the competition. With split-screen shooters often having provided a sub-20fps experience, the market for them now is likely much diminished.
There's also the point that more multiplayer games these days make a big point out of persistent stats systems. Look at a modern online shooter and you will often find a bewildering array of level-up systems, perks, bounties and other meta-game components. Those are geared towards online players putting in dozens of hours, not to quick-blast couch-parties.
So basically, while there is a small but vocal community that desperately wants split-screen gaming, there are understandable business reasons that have led to it being sidelined and gradually eliminated.
Let's get the obligatory stuff out of the way: the author there seems to think that Halo is some sort of masterpiece. It ain't.
Even in terms of mechanics, consoles are lousy for FPSs: controller vs. K+M; the mouse always wins. From a PC-superiority perspective, the best way to do an FPS is therefore Keyboard and Mouse, which means one player sitting in front of a screen. Consoles can't beat PCs on technical specs.
The result, someone who wants a "serious FPS" is going to do it alone in a darkened room in front of the same device that delivers pornography.
Consoles, on the other hand, are hooked up to huge screens and are played on couches. There are often other people around, which is what can drive sales. So, yeah, split screen makes more than sense, it makes sales.
Of course, the way all consoles are selling now, their target demographic is fast becoming married men who only get to play for an hour or two late at night after the spouse and kids have gone to bed.
Some of the most fun I've had playing video games was sitting on the couch with three other friends and playing Goldeneye, Mario Kart 64, Super Smash Bros, Halo, Timespliters, Fusion Frenzy... etc. Never mind the complaints about screen peeking, or the super-low-def TVs of the era, these were deep, rich gaming experiences that combined all the best parts of teamwork and cutthroat competition. I'm especially fond of the Halo 2 system link LAN parties we had, where we had two teams of eight in two different rooms in the house, battling for hours on end trying to capture that last flag. Having your buddies in close physical proximity meant you could quickly and efficiently communicate and coordinate, and the crazy, ambitious plans we hatched on the fly (and occasionally actually pulled off) stand out to me as some of the most rewarding gaming experiences I've ever had.
But of course, something happened when headsets and online play became popular among console users. The value proposition was obvious: play multiplayer all the time, without having to actually get them over to your house (a non-trivial problem if you're too young to drive, or live in a rural area, or just don't have many friends). You can even use a headset to talk to your teammates and opponents - just as though they were sitting on the couch with you! Except... it's nothing like that. There is a coldness to talking to a disembodied voice over a headset, something the social animal can't connect with. Me and my friends chattered over our headsets, but it rarely became as raucous as our interactions on the couch. Those rare times when we finally planned around our busy adult schedules to find time the couch to play Halo: Reach or Super Smash Brawl proved the point - we hadn't simply outgrown it, it was still way fun.
Halo 4 was the last game we spent a lot of time playing split screen on, but we were eventually forced to quit as the framerate was unplayable on newer map packs. Clearly, the era of split screen was dead - only Nintendo caries the torch on. It's a frustrating loss.
The last few years have seen me become a lot more involved in board games, tabletop RPGs, and miniature wargames. The primary driving factor for that was my craving for physical human interaction when gaming. I was suprised by how lonely I felt even when I had a regular group on VOIP to play League of Legends, or a community of friends in Planetside 2. I won't undersell how much fun I had with those people, but they were disembodied voices to me, and I couldn't connect the way I could with people on the couch.
you know what's even better? When the players each have their own station in the same room. Even better than that? when there can be more than two or more than four of them.
Except for the whole smell thing. That does start to become an issue after awhile.
Do not look into laser with remaining eye.
3d LEFT to the player 1 and 3d Right to player 2 is the killer feature of the 3d tv sets. Why the hell dont these developers support it?
Although asking them to enable 3D in games is falling on deaf ears, so I'm guessing it will never happen.
Do not look at laser with remaining good eye.
Split-screen gaming usually involves a big hit to framerate and many classic split-screen games (including the early Halo titles) made enormous compromises in this area.
True, Sonic the Hedgehog 2 for Sega Genesis would slow down a lot more in its split-screen mode that put Sonic on top and Tails on bottom. But Super Mario Kart never slowed down. Take that, "Blast Processing". So if Halo 5 can't keep up with rendering two views, this only means Halo 5 is broken.
Plus shared doesn't always mean split. Because Bomberman, Smash TV, and Smash Bros. take place in one room at a time, they don't need to split the screen to fit all players on.
Incidentally, peeking makes split-screen better for co-op than the alternative of buying two consoles and two copies of the game.
Better? For competitive split screen certainly not. For cooperative games it's tolerable...
Incidentally, reading the comment you're replying to makes Slashdot better for discussions.