Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
How multiplayer impacts design
Published on April 23, 2006 By Draginol In GalCiv Journals

Last week I wrote about whether strategy games need multiplayer.  There are definitely strong feelings on the matter.

In the article, I referred to blogs written by top reviewers Bruce Geryk and Troy Goodfellow.  I want people to understand something specifically -- I referred to them because they are top reviewers in their field. They did not take any points off of GalCiv II because it lacked multiplayer. They were putting forth the reason why many people are passionate about multiplayer in strategy games.

For the people who have a group of friends that they play multiplayer with, then a multiplayer feature in GalCiv II would be ideal.  And for those people, having multiplayer allows the game to have a much longer lifespan on their hard drives.  My favorite PC game of all time is Total Annihilation. But if it didn't have multiplayer, it wouldn't have survived very long on my hard drive. It was its multiplayer that made it so popular.

In many respects, what I'm writing about and what multiplayer advocates are writing about go right past each other.  My argument is that multiplayer advocates have plenty of options to choose from.  Not only have most strategy games of the past 5 years put a lot of energy into multiplayer (Age of Empire 3, Civilization 4, Rise of Nations, etc.) but even this year there will be turn based games with significant multiplayer components such as Space Empires V, Sword of the Stars, HOMM 5.  The developers of Sword of the Stars argue that putting in multiplayer has no negative impact on the single player experience.  I'll have to disagree.  In having either designed, developed or been heavily involved in Entrepreneur, Trials of Battle, Stellar Frontier (a multiplayer space game with the Drengin, Arceans and Terran Alliance btw), The Corporate Machine, and The Political Machine, (GalCiv being the only game I've done that isn't multiplayer btw), I think I have some experience in being able to say that yes, having multiplayer changes the way the game is designed.  When I designed The Political Machine, I imagined how it would be played multiplayer first and then wrote the AI as a simulated on-line opponent.  I think The Political Machine turned out pretty well as a single player game still, but it's a very different game than it would have been had it only been a single player game. I would have made it so that top players would have a lot more data and information to put together far more sophisticated strategies.

Making GalCiv II have multiplayer as a checkbox is pretty easy. You could just send the saved game back and forth between players. But would people be satisfied with that?  Some would.  But even doing that adds time to the development schedule. It still adds budget, and you still have a bunch of other things that could make the experience non-ideal.  I'd rather a game decide what it wants to be. If you're going to have multiplayer, do it right.  And in my experience, doing it right means having multiplayer be part of the design.  In GalCiv II, we put in the piping so that we could do multiplayer later on.  But in terms of time and energy, we wanted to focus everything on making the single player experience satisfying.

The point on multiplayer isn't whether a strategy game should have it or not as much as what priority it should have in the development of a game.  Heck, if I had more development resources, I'd take the GalCiv II engine and make an RTS version of it. I'd love to see my designed ships up against someone else's in battle.


Comments (Page 3)
4 Pages1 2 3 4 
on Apr 24, 2006
Bought this game never expecting multi-player, not advertised with MP, etc. Would notpayfor MP. Will be unhappy if single player suffers for MP.

MP would take away people from the game development that kept GC1 on my play list for ages and I expect the same for GC2. GalCIv is a game that stays on my play list long after other games get installed, defeated and deleted while still visiting my old stand buy for a change of pace.

If you want MP go buy a game that advertises it, not whine about a game that specifically says NO MP.
on Apr 24, 2006
I know of at least a couple friends that would buy the game if it had multiplayer. They just don't play single player games. I don't have strong feelings either way. I'd recommend saving it for the second expansion pack. I'd personally like to see additional SP content before you guys tackle MP.
on Apr 24, 2006
My biggest gripe on PBEM MP games is it takes so darn long for anything interesting to happen. You spend the first couple of weeks (real time) building a little empire, then things start getting interesting. I ran into this in Age of Wonders. The way we dealt with it was by making campaigns where you did not start at zero. You already had several cities and some forces.

I've had a novel idea on how to make multiplayer in hotseat or PBEM work. INCLUDE ZERO-PLAYER MODE. Basically, make all players hot swappable between AI and human player. If you want your galaxy to get started, let the AIs battle for a year or two, then you and some of your friends take over some of those seats. Even better, when you are locked in struggle with an evenly matched AI player, why not hot swap in one of your buddies for a few turns.

--Brad
on Apr 24, 2006
I am wondering when 1.1 will be out.
on Apr 24, 2006
Draginol, is this your game, your design and vision rought into a binary? Or is it the reviewer's game? The critic's game?

Were they there in your design meetings, hashing out the issues of what the game was going to play like? Were they there when you considered and rejected any number of other possibilities? Were they there when you were locked in Mortal Combat with the C++ code, forcing it to submit to your will?

Who are they to have any more of a say into your design than you choose to allow them?

Should Da Vinci have given Mona Lisa green hair just because some people would have appreciated it?
on Apr 24, 2006
MP is fine, but not at the expense of the SP experience. Your priorities were right from the outset, don't change them now.





Brad the game rocks as it is. Save MP for GCIII
on Apr 24, 2006
I'm glad you made single player the priority; as you said there are many choices for multi-player these days but few great single player games.

When I clicked the link for Stellar Frontier I realized that I had played it years ago. Like a trip down memory lane.
on Apr 24, 2006
Whoa. I loved the comparison to other vessels using data from that Starship Dimensions website. That site had vessels I forgot about--like the gunstar.
on Apr 24, 2006
I bought the game for single player. If I want multiplayer I boot up City of Heroes. So I don't think it can be stated enough: Please for the love of all that is good in this universe do NOT sacrifice any single player content for multiplayer functionality. Now if you can get a few of those C++ gnomes to code it for you for free or something small like a first born then by all means go for it. Otherwise stick with the original design.

Nothing more to be said
on Apr 24, 2006
A lot of people prefer to play with themselves.


Errr, I mean play by themselves.
on Apr 25, 2006
Two words: NO MULTIPLAYER.

If people want a great mp tb experience, civIV is just calling out for you to play. No space battles? Just wait a few monthes. People are modding it like crazy to make it into a million other games. That will be just as long as it takes stardock to finish a sub-par(as all after-the-fact ones are) mp addon.

Anyways I just don't want this great game I bought to become a swiss army knife. I want it to be a bowie knife.
Great at one thing only and with none of the little dinky useless extras cluttering it up just to make it seem cool but end up lose their novelty value real quick.
on Apr 25, 2006
I agree with the focus on single player - that's what makes the game great.

I for one would like to see hot-seat implemented. As Brad has already said it can be sort of done with CTRL-SHIFT-Z in cheat mode, I don't see it would take all that long to implement. I guess the only major stumbling block would be diplomacy. Either it would have to be split over the two players or add an agree button to BOTH sides of the trade and trust people to ask their opponent to agree. I guess with hotseat you have to trust the other person not to take your go anyway!

It'd just be good to have hotseat that didn't put AI in charge of your civ while the other person plays (as I guess CTRL-SHIFT-Z must do).
on Apr 25, 2006
An RTS version of Gal Civ 2 would be SWEET!
on Apr 26, 2006
I voted no on the poll to the left originally because I prefer content over MP and still do.

But after some thought, I would change my vote. My son is taking an interest in this game and it would be well worth $20-30 to be able to play MP over my LAN with him. I don't care about internet MP, I tried that with Civ and it's not much fun. But I love the idea of a 4-8 player lan capability where you know who you're playing with and know they can stick through a game. I'm not sure if LAN vs. Internet MP would make any difference in how MP was implemented or not, I would think bandwidth and lag would be of less concern. If I had to play through gamespy or something similar, I'd probably pass on it.

If you choose to not pursue it, I won't be crying in my coffee...It's a great game.
on Apr 27, 2006
Why I like HoMM 2/3/4 + 5 (soon) , Civ 3PTW , Civ4 , AoW and other games same type ? It's hotseat. Without hotseat - game-RIP. Single - fun for a hour. MP - for years.

Sorry for bad known of language

Greetings from Rus.

Кириллица решает
4 Pages1 2 3 4