CBJ wrote:There is no such thing as "limited" multi-player because any form of multi-player (aside from some obscure examples that most people wouldn't class multi-player) requires most of the same work to be done as a full MMO game.
thanks for your answer, CBJ... I would however, like to argue the point on limited multi-player being the same expense as a full mmo title:
Freelancer, Homeworld and Armada being good examples of limited multiplayer, I think Freelancer supports 16 people, and, well, Armada was like 2-4, can't remember for sure, it was an offshoot of the old wing commander.
The multiplayer ability made them interesting well beyond any single other feature they had.
CBJ wrote:Anything other than an MMO would generate virtually no income over and above that generated by a single-player game, making developing it completely non-viable, so "limited" multi-player is actually one of the least likely scenarios to actually come to fruition. Probably the only way it could happen would be as a side-development from, or test-bed for, an MMO game.
I was not suggesting to give us multiplayer for free...
But I'd strongly argue that we've run out of other things to add to the game that give good bang for the buck.
So sell us another Sequel, call it X4, don't waste any more time on corny storylines - leave everything the way it is, ADD ONLY ONE THING multiplayer - and I bet the box will fly off the shelves.
I'll be the first to go buy a box at full price, if I can play it with friends.
As it is, I'm lounging around in miserable old eve, just cause X gets to be a lonely experience very quickly.
One question: Do you think Homeworld or Starcraft would have ever become the run-away success they were without the multiplayer? Freelancer was LAME in single player, but Multiplayer saved it.
And we're not talking mmo development here. let me give a comparison of what has to be developed for an mmo versus a limited multiplayer game:
development jobs for limited multiplayer (like freelancer)
peer to peer IP protocols for game clients to connect (much easier now than it used to be, since you don't have to support different network architectures like you used to before the internet got ubiquitous.)
a proprietary game protocol to keep 2 or if you choose more clients in sync with each other, by efficiently relaying position data and damage data back and forth.
in case of making a co-op mode available, write code to check for number of players and spawn additional / stronger ships.
An admittedly large number of fine tunings, like efficient relay of damage data streams and such, and a big round of bug-squashing will be needed.
X3's game system should be well suited for multiplayer, cause the AI already has to react to your ship, other NPC ships and all your hired ships, that you can decide to control remotely at any given time.
development jobs for massive multiplayer (like eve, age of conan)
develop special server software to run on arrays of blade servers.
develop hack-proof client server IP protocols
add another 2000 star systems...
cut out 3/4 of X series existing features, cause mmo's don't work by letting you automate things.
replace with other features, like grind and delay, to make sure players will never quit their subscription.
Further nerf player abilities to force several players to act in concert to achieve goals.
Add zillions of quests to keep people from running off to the next new game coming out.
set up a real time billing system.
Hire GM's and other support staff.
Or let Sony handle servers and billing, and have people run, holding their noses, cause they once had some bad experience with Sony...
Well, either way, both lists are rough, but I think I made my point that an old style multiplayer game is a LOT less work than designing an MMO, I think its a magnitude of 10 difference.
And you can see, there are a lot of hairy mmo issues you don't have to concern yourself with for a limited multiplayer.
(anyone remember going through hell configuring Tom Clancy's early swat-team games on some junky old novell network?) without multiplayer, they wouldn't have had a game...
You say no extra income? Multiplayer sells boxes! I wanna play this with my brother or a friend? I either go out of my way to get them to buy a box too or I have to buy an extra box for them.
And a lot of people prefer regular multiplayer games over mmo's cause mmo's have some serious limitations, along with the monthly bill.