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multiplayer how DEVELOPERS PLEASE READ: Critical multiplayer game elements (long) (1 viewing) (1) Guests
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TOPIC: multiplayer how DEVELOPERS PLEASE READ: Critical multiplayer game elements (long)
#2973
Patrick Dolan (Visitor)
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multiplayer how DEVELOPERS PLEASE READ: Critical multiplayer game elements (long)  
I've played a lot of multip_layer_ video & computer games over the years, to the point where they are almost the only type of game I purchase anymore. These cover a wide variety of game types, including fighting, racing, car combat, first-person shooting, and more. Many options are available in these games, but which options are available can vary wildly from game to game. Unfortunately, many of them neglect options and/or game modes that, IMHO, are critical to the multip_layer_ game genre. I'm posting this in hopes that a developer, or developers, will read it and take some of these suggestions to heart. The following elements should be present in _any_ multip_layer_ game, in order to ensure maximum p_layer_ enjoyment. NEVER ELIMINATE P_layer_S: A MP game should _never_ have last man standing as the only game option. The reason for this is quite simple: When p_layer_s are eliminated, they aren't playing the game any more, and this, to put it bluntly, sucks. One of my favorite car combat games gets very little play in my gaming group for this very reason. Two p_layer_s get eliminated, and then the last two p_layer_s (who are quite a bit better than the first two) go at it tooth & nail for up to 30 minutes while the first two p_layer_s twiddle their thumbs. Timed matches with infinite restarts are the easiest way to handle this, as is done in most first person shooters. The technique used in Powerstone 2 is also interesting, where another p_layer_ can resurrect a fallen opponent. A couple of the Bomberman games let KO'ed opponents ride around the perimeter, throwing bombs into the mix. Whatever the method, there needs to be _something_ to keep the eliminated p_layer_ involved in the game. More than any of the other elements in this document, this is far and away the most important. EQUAL SIZED SCREENS: Any game that uses split screen needs to make sure that every p_layer_ has the same sized screen. This isn't usually a problem in two or four p_layer_ games. However, I've seen several games use unequal split screens for three p_layer_s. Two p_layer_s get 1/4 the screen each, and the third p_layer_ gets HALF the screen. This gives the p_layer_ with the half screen a considerable advantage, as they have a much larger field of view, and the only thing you can do about it is swap controllers between each match, which can be awkward, especially as it keeps you from playing a series of levels without exiting & reselecting everything each time. HANDICAP P_layer_S: It's a fact of life that not everyone has equal videogame skills. This is a problem when you get an expert playing against a novice in a two p_layer_ game, but it's a much larger problem if you've got two or three experts playing against one or two novices. More than any other game type, multip_layer_ games need to have the option to set a handicap level for each individual p_layer_. This can be as simple or as complex as you feel like making it. At the very least, each p_layer_s max health should be adjustable, allowing lesser skilled p_layer_s to start with extra health, while starting skilled p_layer_s with less. One of the nicest handicap systems I've seen is in Super Smash Brothers, because it allows you to set the level for each p_layer_, or it will do it automatically for you between matches. CPU OPPONENTS: This is becoming more common, thankfully, but it still bears pointing out. CPU opponents should be available to supplement human p_layer_s, or at least fill in for missing human p_layer_s. P_layer_s should be able to choose which characters they are, what their skill level is, etc.
 
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#2974
GuRpZ (Visitor)
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multiplayer how DEVELOPERS PLEASE READ: Critical multiplayer game elements (long)  
yeh..... Crash Team Racing is -=TheRealDeal=-
 
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