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Putting an End to Tacked-On Multiplayer
Thursday, October 07, 2010
EDITOR'S NOTEfrom James DeRosa

I hate phoned-in multiplayer with a rabid fervor only matched by my hatred for asparagus. At some point, I hope game makers realize that most people don't want to play an underdeveloped deathmatch mode whose only purpose is to fill out bullet points on the packaging.

I play my games best in a pitch-black room with the soft glow of my television piercing the darkness. The battle cries of obnoxious ten-year-olds do not tear through my eardrums. I do not waste time with team members who have no desire to play correctly or fairly. Silence and solitude are freedom: gateways to platinum trophies, 100% completion, and a committed relationship with the game in the disc tray. So, what forces me to venture into the sordid world of multiplayer whenever a new release beckons to me from the wild of the retail storefront?

Because deathmatches, “exclusive” maps, and the relentless verbal abuse of other players are what the people want. In a market crowded with cookie-cutter space-marine shooters, derivative platformers, and minigame collections, social interaction must be the only way to keep players revisiting games purchased weeks, months, or even years ago...right?

Wrong -- at least, for some of us. Pithy, transparent elements such as perks or exploitative glitches are not enough to keep us satisfied.

We need more. The allure of the perfect headshot cannot quell our thirst for breathtaking landscapes, complex worlds, and charismatic party members you grow to love and understand like a living, breathing companion.

 

The merits of multiplayer modes aren’t exactly opaque. The tendency to tout knock-down, drag-out brawls that friends can experience across the street -- or across the planet -- from each other rather than single-player adventures is certainly understandable. Fragging can be an absolute blast. And we were doing it years ago, even if we had to drag over our friends to our houses to play. We thrived on the hustle and bustle of arcades rife with competitors and potential allies in the world of gaming. We made friends through heated Pokémon battles, LAN parties, and tournaments.

Developers wove multiplayer modes skillfully into the very fibers of the games we devoured -- well thought-out twinkles rather than afterthoughts. Passing the controller to your brother or sister in Super Mario Bros. 3 and rousing GoldenEye 007 matches were natural. Adding another person to an already great experience wasn’t the gamble it is now. Quality mattered. Perhaps it still does, but today’s society concerns itself far more with cash and instant gratification.

As gaming continues to evolve into even more of a social activity than ever before, it’s inevitable that multiplayer will become infused into just about every experience imaginable. And why not? Developers want to augment their finished products with anything that could possibly extend their shelf lives. I can’t fault good business sense, but I can decry the act of phoning-in lousy multiplayer modes simply to turn a profit.

Unfortunately for us, memorable aspects take money and manpower to come to fruition -- and lots of it. It’s simply not feasible to pour even more time into them when there are so many sheep in the world to capitalize on. In their pastures they’re grazing on regurgitated war games with the same modes of play again, and again, and again.

It’s a disconcerting sign of the times when games we took to with so much gusto in the past -- Dead Space 2, anyone? -- have multiplayer modes that seem absolutely out of place foisted upon them. Even stranger is BioShock 2’s insistence upon a multiplayer mode detracts from the qualities I found laudable in its predecessor. The original's loneliness lent a morose, somber tone to the journey that echoed throughout the entire game -- from the halls of Andrew Ryan’s underwater nirvana to the Big Daddy suit players filled near the game’s completion.

So what, right? If I don’t like it, I shouldn't play it. That same principle is one I have applied to many a situation in my 20 years of living, and each time I find it to be more and more of a cop out than ever before. It’s easy to ignore the fact developers drag quality titles through the mud with the inclusion of bug-ridden, glitchy multiplayer options that require new patches every subsequent week. It’s easier to lie or to pretend that we, as gamers, are OK with this practice. And it’s frightening to think that so many of us tolerate this sharp drop in quality that it’s starting to become the norm.

When a game’s multiplayer forays are so mind-numbingly dull they force you to reconsider your experience with the single player campaign, you know you’ve got a problem. And like the key you know you missed during your first run of the Water Temple in Ocarina of Time, a solution that benefits all parties will be difficult (and tedious) to find. I’m in it for the long haul, but how many more years of this are to come?

Let’s party up. It’s time for change.


Note: I originally posted this at Spawn Kill, a website I founded and managed for a year. I've since stepped down, but I thought I'd share it here with you all and open up the floor for discussion.

 
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Comments (5)
Dcswirlonly_bigger
October 07, 2010


Maybe it's because I similarly prefer singleplayer games these days, but I definitely agree that every game doesn't need to have multiplayer in order to have longevity. Some games just do it with a mountain of singleplayer content, others do it with campaigns that are re-enjoyable over a long period of time.



The problem with tacked-on multiplayer to singleplayer games thoguh isn't that they exist, it's that they are all too similar - just deathmatch and capture-the-flag shooters. Even when those modes might be pretty good like in Uncharted 2, the amount of time you devote to a multiplayer game makes for a lot less room in that market. The handful of games that do shooter multiplayer well: Halo, Call of Duty, Battlefield, etc., have more or less blocked off the market.



The only way to compete with multiplayer is to make a game that is vastly different and unique. The only example that immediately comes to mind for me is Splinter Cell's versus mode. Ubisoft decided to think radically and make a multiplayer game suited to the strengths and themes of Splinter Cell, and the result was possibly the most innovative multiplayer game of recent times (that sadly you can't play anymore).



There are probably workable ideas out there of some kind for Dead Space multiplayer, they just need to do a better job of thinking outside the box and forget about the formula Halo and COD now dominate.


Me_and_luke
October 07, 2010


I agree more with Daniel that the problem isn't the sheer existence of multi-player.  It's the lack of an innovative and unique experience.  I have no problem with developers putting a multi-player component into the package; just make it interesting.



BioShock 2's multi-player is vastly underrated.  BioShock has numerous combat and gameplay elements that are unique to the series.  Plasmids keep the combat interesting, and the ability to hack machines and turrets, as well as research other players kept me addicted to the multi-player for a decent chunk of time.  I have a feeling that a majority of people who denigrate the game's multi-player have never even given it a try.



@Daniel: I think Dead Space 2 is going more for Gears of War 3's new Beast mode than a CoD ripoff.  My reservations about its multi-player stem primarily from the lack of mobility that Isaac has.  Unless Visceral has drastically changed the controls and movement of Isaac in Dead Space 2, I don't believe the game will lend itself very well to a faster-paced multi-player component.


Default_picture
October 07, 2010


The worst bit of tacked on multiplayer is that nobody really cares /and/ it detracts from the main game. I'll never forget my disappointment with that Ratchet and Clank game (I can't remember which is which now - first or second PS2?) where the single player had been obviously truncated so they could jam the multi-player in on time.



Most of the multiplayer modes in these games are abandoned after a month or two - sometimes I play a game months late because it's been on the pile, and out of morbid curiousity I go online and find empty servers. If you want your multiplayer to make a difference it needs to be AAA - Call of Duty or Halo or TF2. Otherwise just go home.



That said, there are some games where co-op is easy and natural and really does improve things, like House of the Dead Overkill. No complaints there.

Dan__shoe__hsu_-_square
October 07, 2010


Welcome back, Brittany!



I'm hearing from a lot of people (including Brett here at Bitmob) that Dead Space 2's multiplayer is looking mighty fine. And while I agree with what you said about BioShock 2's multiplayer, I have to admit it was done well and was fun, too. I only don't play it that often because literally no one I know is.



My regular Mobcast listeners are sick of me saying this, but one of the most well-integrated multiplayer games ever is Splinter Cell: Pandora Tomorrow (and Chaos Theory). There was nothing like it, and unfortunately, there probably will never be. The spies vs. mercenaries dynamic was extremely clever and lead to some of the most exciting gameplay moments I've ever experienced.


Brett_new_profile
October 07, 2010


Also heard from me: Asparagus is tasty!



Interesting article, Brittany, but I still don't see how a poor multiplayer element harms the single-player experience if you just ignore it -- especially if that multiplayer was developed by a separate team.


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