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Chapter 13: Multi-player

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In the end, the dynamic interaction that single ... But to the non-gaming world multi-player online games are seen as just as ... Pong, Mario Bros, Smash TV ... – PowerPoint PPT presentation

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Title: Chapter 13: Multi-player


1
Chapter 13 Multi-player
by Richard Rouse III
  • Aysegül BAKAR
  • BTÖ-616

2
Overview
  • What is the difference?
  • Reading books
  • Listening to music
  • Studying math
  • Doing homework
  • Single player games

Interacting with another human/a character
3
Overview
  • In the end, the dynamic interaction that single
    player games provide is far more limited than
    what can be provided in multi-player games.
  • But to the non-gaming world multi-player online
    games are seen as just as antisocial as
    single-player games, if not more so.

4
Motivations
  • The popularity of multi-player games makes
    perfect sense given that they satisfy many of the
    player desires.

AI opponents
Real humans
Much deeper unpredictable adversaries
Increased challenge
5
Motivations
  • Players learn as they play
  • Possible for players to socialize
  • Glory and shame
  • Emotionally charged alternate realities
  • Significantly more interactive

Screenshot of Ultima Online
6
The Forms
  • Single-system multi-player
  • Games that are played by a number of gamers all
    in the same location and huddled around the same
    computer or console
  • Online multi-player
  • Games that are played online by multiple players
    who are in significantly different locations

7
Single System Multi-player
  • Pong, Mario Bros, Smash TV
  • These games are limited in that both players have
    to be constrained to relatively the same portion
    of the game-world so that they can both stay
    visible
  • Multi-player single screen play can be further
    problematic when players have to wait for one
    another to perform certain actions.

Solution
Split screen
8
Online Multi-player
  • Players need to project themselves into the game
    space much more
  • Players interact and form strong bonds with
    others they have often never met in the pyhsical
    world
  • Open-ended in design
  • Emphasizing multiple paths to success
  • Allowing players to spend their time how they
    choose

Screenshot of Dark Age of Camelot
9
Design Considerations
  • Designer should plan his game so it is possible
    for players to tend to the needs of the real
    world without needing to quit the game.
  • Letting players know what they are getting into
    before they start up a game is a good way to
    encourage them to play games all the way through.
  • Games that allow one player to get extremely far
    ahead of the other players but still require a
    long and tedious end-game for that player to
    complete the win will encourage the losing
    players to drop out, essentially forfeiting.

10
Design Considerations
  • Your game will need to handle Internet dropouts
    in an elegant way such that the remaining players
    can continue playing if at all possible, with the
    now-missing players having essentially forfeited
    their slots.
  • Allowing players to customize their avatar in the
    game-world is also key to making players feel
    that they are actually putting themselves into
    the game.
  • If your game design does not allow for a flexible
    enough space for players to develop unique
    tactics to counter other players moves, all but
    the newbies will quickly lose interest in your
    game.

11
Protect Newbies
  • Newbies are the most vulnerable players, and it
    is the game designers job to do everything he
    can to keep them protected long enough for them
    to become familiar with the games mechanics and
    tactics.
  • Online training areas
  • Mentoring system
  • Simple controls

12
Socialization
  • One of the primary reasons that players engage in
    multi-player games is to socialize with other
    players.
  • Attract a larger female fun

13
Socialization
  • Facilitate player socialization!
  • Interface (chat or symbol based language)
  • Emoticons and creative punctuation
  • Headset support for voice chat
  • Safe places to talk
  • Player clans or guilds

14
Developmental Issues
  • Decide what type of game they are making
    multi-player or single-player
  • Keep the game development process as organic as
    possible

15
Playtesting and User Feedback
  • As you develop your multi-player game and observe
    people playing it, you will quickly find that you
    never can anticipate what players will attempt to
    do.
  • However, the flip side of this is that, since
    they are such hard-core gamers who are so into
    gaming that they are willing to play a buggy and
    unfinished product, these testers do not
    necessarily represent the views of more casual
    players.
  • When your game is unleashed on the masses, issues
    will come up that you failed to anticipate.
  • In the world of massively multi-player persistent
    games, the duty of maintaining the game after it
    ships is even more important.

16
Playtesting and User Feedback
  • Adjusting the game in any significant way after
    it has shipped can be a delicate process.
  • The fact remains that, though invaluable, the
    feedback offered by players, whether in a beta
    test or after the game has launched, is
    problematic at best.

17
Thanks for listening
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