Difference between revisions of "Multiplayer Games"
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to further Coordination, outlining the silhouette of the other players through walls (this is removed in the Realism mode of the second game, providing additional Challenging Gameplay). Even so, L4D also supports several different types of Communication Channels and have many Outstanding Features in the game world that can act as reference points. Through making the players aware of the other players’ actions most of the time and making them moving in a group throughout the levels, the games promote | to further Coordination, outlining the silhouette of the other players through walls (this is removed in the Realism mode of the second game, providing additional Challenging Gameplay). Even so, L4D also supports several different types of Communication Channels and have many Outstanding Features in the game world that can act as reference points. Through making the players aware of the other players’ actions most of the time and making them moving in a group throughout the levels, the games promote | ||
+ | [[Value of Effort]] | ||
+ | [[Community Functionality]] | ||
+ | |||
+ | [[Selectable Functional Roles]] | ||
In contrast, the [[ESP Game]] relies on players not being able to directly communicate with each other so it takes precautions to not match players together with network addresses which may indicate close proximity to each other. | In contrast, the [[ESP Game]] relies on players not being able to directly communicate with each other so it takes precautions to not match players together with network addresses which may indicate close proximity to each other. | ||
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− | + | [[Spawning]] | |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
=== Interface Aspects === | === Interface Aspects === | ||
+ | Most [[Multiplayer Games]] need additional interfaces to provide the [[Communication Channels]] needed for [[Coordination]] or [[Social Interaction]], e.g. | ||
+ | |||
+ | voice chats [[Unmediated Social Interaction]] | ||
+ | [[Game-Defined Vocabulary]] | ||
+ | |||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | For [[Multiplayer Games]] with [[Narrative Structures]] there lies a risk of some players [[Value of Effort]] regarding how the narration progresses may be less than others. | ||
== Consequences == | == Consequences == |
Revision as of 12:48, 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.
Contents
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 Asteroids, Pac-Man, and Icy Tower.
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
Analysis Paralysis Challenging Gameplay Avatars Stimulated Planning Enemies Rerolls Freedom of Choice
A basic decision regarding Multiplayer Games is if the primary gameplay resolves around PvE (Players vs. Environments) as in Space Alert and Left 4 Dead Series or PvP (Players vs. Players) as in Battlefield 1942 and Castle Wolfenstein: Enemy Territory, or a combination of both as in Defense of the Ancients or World of Warcraft.
For Multiplayer Games to be played, players needs to be able to organize themselves to participate together in the activity. In most cases this needs to be done by the players themselves but online games can support it through the design of Game Lobbies.
For added flexibility, games may allow Late Arriving Players or Drop-In/Drop-Out functionality but this
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.
Player typically need to engage in Extra-Game Actions such as Coordination in Multiplayer Games with Team Play or other types of Cooperation, and Negotiation and Trading even in those where there is no Cooperation. While games played with the players located in immediate proximity of each other can make use of Unmediated Social Interaction online games typically achieved this through providing the possibility of different types of Communication Channels, e.g. Game-Defined Vocabulary.
Virtual Co-Presences makes Coordination easier regardless of players' actual location, which can be achieved either through Game State Overviews such as Mini-maps found in games such as the Civilization Series or World of Warcraft.
Coordination can to further Coordination, outlining the silhouette of the other players through walls (this is removed in the Realism mode of the second game, providing additional Challenging Gameplay). Even so, L4D also supports several different types of Communication Channels and have many Outstanding Features in the game world that can act as reference points. Through making the players aware of the other players’ actions most of the time and making them moving in a group throughout the levels, the games promote
In contrast, the ESP Game relies on players not being able to directly communicate with each other so it takes precautions to not match players together with network addresses which may indicate close proximity to each other.
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 through Meta Games such as organizing players in Tournaments. Another form of Meta Games that make Single-Player Games into Multiplayer Games are those that share Trans-Game Information, e.g. High Score Lists or Ghosts.
Diegetic Aspects
Interface Aspects
Most Multiplayer Games need additional interfaces to provide the Communication Channels needed for Coordination or Social Interaction, e.g.
voice chats Unmediated Social Interaction Game-Defined Vocabulary
Narrative Aspects
For Multiplayer Games with Narrative Structures there lies a risk of some players Value of Effort regarding how the narration progresses may be less than others.
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
- ↑ Wikipedia entry for MUDs.
- ↑ Wikipedia entry for MMORPGs.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.