Difference between revisions of "Multiplayer Games"

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[[Chess]] has two players competing against one another by taking turns. The board games [[Space Alert]] and [[Battlestar Galactica]] let players compete against the game system, while tabletop roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] allow players to fight enemies controlled by a game master.
 
[[Chess]] has two players competing against one another by taking turns. The board games [[Space Alert]] and [[Battlestar Galactica]] let players compete against the game system, while tabletop roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] allow players to fight enemies controlled by a game master.
  
Computer and console games such as the [[Quake series]] or the [[Need for Speed Series]] allow players to compete against each other in combat or races. The [[Quake series]] also offers team-based variants where groups of players fight each other, and games such as [[Battlefield 1942]] and [[Castle Wolfenstein: Enemy Territory]] are dedicated to this type of gameplay. The [[Left 4 Dead Series]] is structured to let a 4-person team struggle against people turned murderous by an infection. The [[Lego Star Wars Series]] is optionally a [[Multiplayer Games|Multiplayer Game]] in that a second player can jump in and out of gameplay as wanted.
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Computer and console games such as the [[Quake series]] or the [[Need for Speed Series]] allow players to compete against each other in combat or races. The [[Quake series]] also offers team-based variants where groups of players fight each other, and games such as [[Battlefield 1942]] and [[Castle Wolfenstein: Enemy Territory]] are dedicated to this type of gameplay. The [[Left 4 Dead Series]] is structured to let a 4-person team struggle against people turned murderous by an infection. The [[Lego Star Wars Series]] is optionally a [[Multiplayer Games|Multiplayer Game]] in that a second player can jump in and out of gameplay as wanted. Even single-player computer games can be considered as multiplayer games on one level if they make use of high score lists, as for example
  
 
MMORPGs such as [[World of Warcraft]] and [[Eve Online]] can have thousands of players playing the same game instance simultaneously and tens or even hundreds of thousands of players participating in the game instance asynchronously.
 
MMORPGs such as [[World of Warcraft]] and [[Eve Online]] can have thousands of players playing the same game instance simultaneously and tens or even hundreds of thousands of players participating in the game instance asynchronously.
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[[Freedom of Choice]]
 
[[Freedom of Choice]]
  
Although it may seem that the main requirement for Multiplayer Games is that the game supports several players, even Single-Player Games can be a possible foundation for making Multiplayer Games. This can be accomplished by organizing players in Tournaments, introducing Ghosts, or some other Meta Game elements or Extra-Game Actions, these games can become Multiplayer Games as long as players can affect the gameplay of the other players or compare their individual efforts against each other.
 
  
 
Many design choices are unique to Multiplayer Games or are significantly modified by the presence of other players: Smooth Learning Curves and providing the Right Level of Difficulty can be more difficult to achieve, although Balancing Effects can help; Player Balance can be achieved not only through Balancing Effects but also through Handicaps such as differences in Skills or Asymmetric Resource Distribution, the latter of which can also be the original source of the imbalances; Game Masters can be used and can allow the other players greater Freedom of Choice and stronger Illusions of Influence; Tiebreakers may be required to determine winners of Overcome goals unless Tied Results are to be possible; Player Elimination may exist and force individual players to quit their play sessions before the game sessions end due to Early Elimination; Agents can be used to simulate other players to allow Multiplayer Games to be played alone.
 
Many design choices are unique to Multiplayer Games or are significantly modified by the presence of other players: Smooth Learning Curves and providing the Right Level of Difficulty can be more difficult to achieve, although Balancing Effects can help; Player Balance can be achieved not only through Balancing Effects but also through Handicaps such as differences in Skills or Asymmetric Resource Distribution, the latter of which can also be the original source of the imbalances; Game Masters can be used and can allow the other players greater Freedom of Choice and stronger Illusions of Influence; Tiebreakers may be required to determine winners of Overcome goals unless Tied Results are to be possible; Player Elimination may exist and force individual players to quit their play sessions before the game sessions end due to Early Elimination; Agents can be used to simulate other players to allow Multiplayer Games to be played alone.
  
 
Persistent Game Worlds, which by their definition have to be shared between several players, represent one way to achieve Multiplayer Games with a potentially limitless number of participating players. These types of Multiplayer Games have Dedicated Game Facilitators to maintain the game state, but Self-Facilitated Games are also possible, although, the number of participating players has to be lower, or else the game state synchronization becomes difficult.
 
Persistent Game Worlds, which by their definition have to be shared between several players, represent one way to achieve Multiplayer Games with a potentially limitless number of participating players. These types of Multiplayer Games have Dedicated Game Facilitators to maintain the game state, but Self-Facilitated Games are also possible, although, the number of participating players has to be lower, or else the game state synchronization becomes difficult.
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Although it may seem that the main requirement for [[Multiplayer Games]] is that the game supports several players, even [[Single-Player Games]] can be a possible foundation for making [[Multiplayer Games]]. This can be accomplished by organizing players in [[Tournaments]], introducing [[Ghosts]], or some other
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[[Meta Games|Meta Game]]
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elements or
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[[Extra-Game Actions]]
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[[Trans-Game Information]]
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[[High Score Lists]]
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, these games can become [[Multiplayer Games]] as long as players can affect the gameplay of the other players or compare their individual efforts against each other.
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 10:39, 2 May 2010

Games that have more than one player.

Most games let several players participate in the gameplay, either against each other or working together towards a common goal. Before the emergence of video games basically only puzzles were not multiplayer games, and even so many single-player video games also have multiplayer support. With the advent of the internet it became practical to create Multiplayer Games with hundreds or thousands of players, first in MUDs[1] and later in MMORPGs[2].

Besides giving people other humans to compete or cooperate with, Multiplayer Games let people have social interaction before, during, and after play sessions.

Examples

Chess has two players competing against one another by taking turns. The board games Space Alert and Battlestar Galactica let players compete against the game system, while tabletop roleplaying games such as Dungeons & Dragons and GURPS allow players to fight enemies controlled by a game master.

Computer and console games such as the Quake series or the Need for Speed Series allow players to compete against each other in combat or races. The Quake series also offers team-based variants where groups of players fight each other, and games such as Battlefield 1942 and Castle Wolfenstein: Enemy Territory are dedicated to this type of gameplay. The Left 4 Dead Series is structured to let a 4-person team struggle against people turned murderous by an infection. The Lego Star Wars Series is optionally a Multiplayer Game in that a second player can jump in and out of gameplay as wanted. Even single-player computer games can be considered as multiplayer games on one level if they make use of high score lists, as for example

MMORPGs such as World of Warcraft and Eve Online can have thousands of players playing the same game instance simultaneously and tens or even hundreds of thousands of players participating in the game instance asynchronously.

Using the pattern

PvE PvP

Analysis Paralysis Drop-In/Drop-Out Challenging Gameplay Avatars Stimulated Planning Enemies Rerolls Freedom of Choice


Many design choices are unique to Multiplayer Games or are significantly modified by the presence of other players: Smooth Learning Curves and providing the Right Level of Difficulty can be more difficult to achieve, although Balancing Effects can help; Player Balance can be achieved not only through Balancing Effects but also through Handicaps such as differences in Skills or Asymmetric Resource Distribution, the latter of which can also be the original source of the imbalances; Game Masters can be used and can allow the other players greater Freedom of Choice and stronger Illusions of Influence; Tiebreakers may be required to determine winners of Overcome goals unless Tied Results are to be possible; Player Elimination may exist and force individual players to quit their play sessions before the game sessions end due to Early Elimination; Agents can be used to simulate other players to allow Multiplayer Games to be played alone.

Persistent Game Worlds, which by their definition have to be shared between several players, represent one way to achieve Multiplayer Games with a potentially limitless number of participating players. These types of Multiplayer Games have Dedicated Game Facilitators to maintain the game state, but Self-Facilitated Games are also possible, although, the number of participating players has to be lower, or else the game state synchronization becomes difficult.

Although it may seem that the main requirement for Multiplayer Games is that the game supports several players, even Single-Player Games can be a possible foundation for making Multiplayer Games. This can be accomplished by organizing players in Tournaments, introducing Ghosts, or some other


Meta Game elements or


Extra-Game Actions

Trans-Game Information

High Score Lists

, these games can become Multiplayer Games as long as players can affect the gameplay of the other players or compare their individual efforts against each other.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Multiplayer Games naturally provide a focus point for Social Interaction between the players, and it is impossible to have Social Organizations, or have Identification with groups, in games without having more than one player playing the same game instance. Having several players in a game allows the game design to have Team Play and modulates Game Mastery by making it possible for players to develop specific Competence Areas for their Characters. Multiplayer Games also provide some forms of Game Mastery, some which are not applicable in other games, for example Negotiation and Creative Control. Multiplayer Games often give players Limited Planning Ability, as the goals and plans may be difficult to deduce and they can significantly affect future game states. Synchronous Games are by their nature also Multiplayer Games, as there must be several players sharing the same game situation.

Save-Load Cycles are more cumbersome to use in Multiplayer Games, since players must negotiate when to load previous game states.

Relations

Can Instantiate

Downtime, Synchronous Games, Identification

Can Modulate

Social Organizations, Game Mastery, Meta Games, Social Interaction

Can Be Instantiated By

Tournaments, Persistent Game Worlds

Can Be Modulated By

Early Elimination, Meta Games, Competence Areas, Self-Facilitated Games, Ghosts, Downtime, Dedicated Game Facilitators, Illusion of Influence, Skills, Game Masters, Creative Control, Freedom of Choice, Tiebreakers, Tied Results, Balancing Effects, Limited Planning Ability, Right Level of Difficulty, Smooth Learning Curves, Team Play, Player Elimination, Asymmetric Resource Distribution, Player Balance, Handicaps, Agents, Characters, Extra-Game Actions

Potentially Conflicting With

Save-Load Cycles

History

An updated version of the pattern Multiplayer Games that was part of the original collection in the book Patterns in Game Design[3].

References

  1. Wikipedia entry for MUDs.
  2. Wikipedia entry for MMORPGs.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.