Editorial: Singleplayer Meet Multiplayer

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Saturday, January 16, 2010

 

Imagine you are playing Grand Theft Auto 4's bank heist mission ("Three Leaf Clover") except this time your associates are controlled by real life friends.  With the bags of vault money in your hands, you race to the getaway vehicle before you are swarmed by police, also controlled by online players.  After remaining idle for a couple of seconds ("Get off the phone with your girlfriend, Matt!"), your driver starts up the car and speeds through the streets as The Clash's "Police & Thieves" blasts from one virtual dashboard to all the passengers computer speakers.  Inevitably, a trail of cop cars are on your back as you race to your team's safe haven, a warehouse by the docks.  After playing a game of cat-and-mouse with an increasing amount of police vehicles, a rooftop sniper makes an impossible shot to your front right tire which throws your Cadillac out of control, flipping several times over.  Under a hail of gun fire, you run across a bridge to the other end.  Thankfully, teams of your fellow crooks arrive and blockade the police with an endless amount of RPG missiles sending dozens of cop cars and AI controlled pedestrians flying.  As you complete the mission, one of your back-up teams blasts Queen's "We Are the Champions" from his car sending a signal to LastFM allowing all the remaining police to hear the track and feel the shame of having lost.  This is the sort of experience Realtime World's APB seeks to offer PC gamers this spring.  It's a reimagining of the single player experience through the filter of a decade focused on online competitive gaming and MMOs; it's the sort of game I dreamed of playing a decade ago and finally get a decade later.

With the amount of bandwidth increasing in households and companies like Realtime Worlds building the infrastructure to allow emergent gameplay in the hands of countless human players gaming together, singleplayer games are finding a way to sidestep the uncanny valley of realistic AI and linearity of scripted events by letting other players take the roles that NPCs and AI-driven enemies once filled.  Games that merge singleplayer mission structure and narrative with a multiplayer dynamic felt like a tangible reality in 2000, with Vampire: The Masquerade - Redemption on desktops and the promise of Valve's then soon to be released Team Fortress 2 (later released, in '07, as a less ambitious, toon remake of the original).  While Redemption's single player campaign was a recycling of Diablo's game design in 3D with a focus on narrative, the multiplayer experience let the host create his own campaign--controlling everything from spawning objects to transporting human players to a new environment, but, most importantly, letting the host jump into the body of any NPC.  I never had the patience to sit down and create a campaign from scratch, so I would play game design jazz by spontaneously creating twists and jumping into NPCs I spawned in order to suspend the illusion of the world I created by having conversations with my players, unbeknownst to them that it's me on the other end.  No amount of dialog options in a Bioware game can ever bring back the excitement of those exchanges I had with human players.  I wanted more and it has been quite a wait.
                         
As in the APB example, having human players occupy the same world as you can also expand the possibilities of the minute-to-minute gameplay.  Team Fortress 2's original plan was to allow a commander to have control of each player, giving one individual orders and taking on objectives in the way the commander saw fit.  Battlefield 2 and the upcoming MAG also explore this concept in their multiplayer, but not to the same extent.  The main benefit to this set up is that it can make the same old maps feel renewed by letting the objectives, strategy, and pacing be dictated by human commanders, but only TF2's proposed version seemed to stick to the concept strong enough to punish players who would play against the given goals.  What's most exciting to me are the possibilities  that will open up when games embrace both the narrative and gameplay benefits of multiple players in a guided experience.

My own personal dream game is a Mass Effect title that begins as a solo experience picked from a  set of origin stories that will dictate your role in a larger adventure.  After defining your character's abilities and exploring his history through a predefined narrative, the game fits you with a crew of real-life players who all picked different origin stories than you.  The game then guides the players through a narrative that continuously gives players options to help or backstab their teammates in ways that will reward them once the game opens up into its finale, a massive multiplayer war that finds your team pitted with and against various other factions.  It's a merging of single player structureed narrative and gameplay paired with a toolbox to let individual players change the course and tone of the story--each playthrough would be 40 hours, but an entirely different 40 hours.  One playthrough can find you within a happy-go-lucky bunch of Firefly rejects while another could have you living out your own Event Horizon nightmare that finds one player backstabbing the entire crew for the promise of XP and rare equipment, but having to deal with his own trials and tribulations in time.  With upcoming games like Brink and the down-but-not-out The Crossing, this ambitious framework for a game is only a couple more steps away.
                        

I write all this as a gaming enthusiast who knows little about the logistics that compliment these sorts of projects.  APB has been in the oven for seven years and, in case you haven't seen footage, it's not because of the graphics.  Finding out how to keep players in-sync is the most difficult element to these proposed and struggling projects.  Until a developer can make AI that can take over a human player's role in their absence and study their play style well enough to make decisions in line with the moral choices they've made before, my proposed Mass Effect spin-off is a pipedream.  That's not to say that games like APB and Brink won't give us plenty to chew on until a studio develops this sort of hybrid of single player narrative with multiplayer-minded gameplay--God of War 3 and Mass Effect 2 will soon feel like quaint, nostalgic single player experiences in the wake of the future ahead of us.  Now that Twitter, LastFM, and Facebook have us all connected, it's time we all get together for an epic game of cops and robbers.  The only thing standing between you hearing "Police & Thieves" or "I Fought the Law" at the end of  battle are a hundred players.
 
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Comments (7)
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January 16, 2010
Words of advice: don't google "crossplayer" thats an altogether different type of hybrid.
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January 16, 2010
I am glad you googled that word :)
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January 16, 2010
I love this idea! I actually wanted something similar for Final Fantasy XI (and MMOs in general), but of course it didn't happen. I'm not sure about the logistics for games like these either, but it'd be awesome if a great narrative could be combined with humans being able to control NPCs. Unfortunately, I've been out of the loop with multiplayer gamers for awhile, and am now more of a hermit, but maybe something like this could bring me back to multiplayer titles. This APB game looks pretty interesting. When is it supposed to come out? And is a console release planned?
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January 16, 2010
I don't know what that would mean for the FF series since the objectives are always "talk to that person" or "get to the end of this dungeon". I guess just having more story in an MMO in general would be nice, but its the idea of players making choices that effect others that has me excited. The concept of APB is that players will be creating their own stories in the future, much like how we'll retell an intense round of CoD made of several memorable moments. There seems less room for that in a MMORPG. I guess Stars Wars: The Old Republic might change things up a bit with its supposedly more standard Bioware storytelling/gameplay in an MMO format. I also forgot to mention Dust 514 which is doing some of these things for the MMO in that people who play the MMO-strategy game EVE will be controlling troops and resources that will directly effect player objectives and resources in the inter-connected action-RPG Dust 514. Its an awesome concept. So its like two MMOs are being played at the same time that are constantly effecting each other--even the visuals (a tiny planet in EVE will be a massive planet you traverse in Dust). APB is coming out March or May, but it seems doubtful since its taking them this long and there isn't that much coverage of the game released. They plan for a console release but not for a while.
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January 16, 2010
Ai, it's also worth mentioning that most MMOs I've played have human controlled quest characters (Asheron's Call, Anarchy Online). The problem is that they are working of the developer/publisher and stick to a script, defeating the purpose of them being controlled by a human (they exist as technical support and moderators more than a narrative/gameplay device). If I had the time to make a minimal indie PC game I'd make some puzzle-platformer with a GlaDos sort of character that talks to the player directly, and I'd make it so 1/10 players gets to have me taking the role as they play, unbeknownst to them. So I can pull up their name, their facebook, their google search results and really freak them out while they play. Just imagine---"Woah, how do you know all this stuff? You're just a computer!?" lol. In an interactive medium, there needs to be more Kojima-inspired mind-f*ckery.
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January 16, 2010
@Allistair: I wrote a bit about what I was looking for in an MMO in an article I posted on Bitmob last summer. What I was looking for from FFXI was an ever changing world that could be altered by the players. I was looking for a world where players could create clans, purchase castles and airships, take other territories permanently, among other things. The game that actually came out of course is an Everquest clone with a job class system, which is nothing like the game I was hoping for before it was released. I want players to be able to take an active role in the world, which is why I compared it to APB even though they're different in a number of respects. Anyway, that other MMO you mentioned sounds pretty cool.
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January 17, 2010
@Brian: Cool, I'll seek it out and read it. Your coverage of Lost Odyssey made me pick up that game again, and I've started to go from hate to really like. I'd love to talk to you about the game but until Bitmob get a PM system I'm going to have to just request that you write a review for it (and Final Fantasy IX!) All I want from a Final Fantasy MMO is Final Fantasy, something that FF11 failed at. Then again, I'm saying this has someone who strongly dislikes the world of Ivalice.

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