deuxhero
Arcane
Valve really has trouble selling TF2, Dota2 and CS:GO let me tell you.
They only actually sell one of those...
Valve really has trouble selling TF2, Dota2 and CS:GO let me tell you.
I see you wish to debate technicalities.Multiplayer only games have an expiration date.
Mulitplayer-only game ~2500 years strong.
I see you wish to debate technicalities.I see you wish to debate technicalities.
In that case, I will remind you that you can play Go against yourself. Good luck doing that in Tabula Rasa.
"You need to play with other people" is pretty much the requirement of any online game.Because multiplayer games have one basic problem:
- you need to play with other people
Back in early days of internet multiplayer mostly meant LAN parties where you sat in one room with friends and did something cool like UT matches. Most of the fun came from actually playing and talking to friends.
Now multiplayer games are mostly about sitting in one room alone talking or chatting via communicator to someone from other side of planet that doesn't give a shit about you, watching your internet fame aka some number going up in leaderboard or unlocking new paragon level which is at this point aped by almost every game.
Above is mostly about shooters but each gengre have more or less the same problem.
Take for example old MMORPGs. No auction houses, no other stuff that made people talk to each other. Clan/guild back then was mostly about you and your friends doing stuff together where now those are mostly threted as buffs for starting characters. Worlds that aspired to something were dumbed down to point where you can buy lvl 90 character and "play raids"
Like someone said already. Quality players make multiplayer awesome which makes game popular among other plebs. If designers will catter to casual crowd quality players leave game and what is left is those XIXIXIXDeAtHlOrD21212XIXIXI players and some sane people. So sane people don't want to play with shitty players and XIXI leaves because he can't annoy anyone now.
EVE and counter strike are probably best examples of above. Game were not dumbed down and still are played. Even old UT99 or Q3 still have strong communities. Just last month i played UT99 multi and upon clicking multi it had like 500 servers full of people + ~1000 empty servers (probably timezone).
The problem isn't really that they require people. it's that people are shit, especially on the internet.
Biggest problem with Titanfall was that it was limited to 6v6 players with bunch of harmless bots running around so that maps wont feel empty,
Blacklight: Retribution,
Because multiplayer games have one basic problem:
- you need to play with other people
Back in early days of internet multiplayer mostly meant LAN parties where you sat in one room with friends and did something cool like UT matches. Most of the fun came from actually playing and talking to friends.
Now multiplayer games are mostly about sitting in one room alone talking or chatting via communicator to someone from other side of planet that doesn't give a shit about you, watching your internet fame aka some number going up in leaderboard or unlocking new paragon level which is at this point aped by almost every game.
Above is mostly about shooters but each gengre have more or less the same problem.
Take for example old MMORPGs. No auction houses, no other stuff that made people talk to each other. Clan/guild back then was mostly about you and your friends doing stuff together where now those are mostly threted as buffs for starting characters. Worlds that aspired to something were dumbed down to point where you can buy lvl 90 character and "play raids"
Like someone said already. Quality players make multiplayer awesome which makes game popular among other plebs. If designers will catter to casual crowd quality players leave game and what is left is those XIXIXIXDeAtHlOrD21212XIXIXI players and some sane people. So sane people don't want to play with shitty players and XIXI leaves because he can't annoy anyone now.
EVE and counter strike are probably best examples of above. Game were not dumbed down and still are played. Even old UT99 or Q3 still have strong communities. Just last month i played UT99 multi and upon clicking multi it had like 500 servers full of people + ~1000 empty servers (probably timezone).
Because multiplayer games have one basic problem:
- you need to play with other people
Back in early days of internet multiplayer mostly meant LAN parties where you sat in one room with friends and did something cool like UT matches. Most of the fun came from actually playing and talking to friends.
Now multiplayer games are mostly about sitting in one room alone talking or chatting via communicator to someone from other side of planet that doesn't give a shit about you, watching your internet fame aka some number going up in leaderboard or unlocking new paragon level which is at this point aped by almost every game.
Above is mostly about shooters but each gengre have more or less the same problem.
Take for example old MMORPGs. No auction houses, no other stuff that made people talk to each other. Clan/guild back then was mostly about you and your friends doing stuff together where now those are mostly threted as buffs for starting characters. Worlds that aspired to something were dumbed down to point where you can buy lvl 90 character and "play raids"
Like someone said already. Quality players make multiplayer awesome which makes game popular among other plebs. If designers will catter to casual crowd quality players leave game and what is left is those XIXIXIXDeAtHlOrD21212XIXIXI players and some sane people. So sane people don't want to play with shitty players and XIXI leaves because he can't annoy anyone now.
EVE and counter strike are probably best examples of above. Game were not dumbed down and still are played. Even old UT99 or Q3 still have strong communities. Just last month i played UT99 multi and upon clicking multi it had like 500 servers full of people + ~1000 empty servers (probably timezone).
Modern multiplayer gaming systems are also anti-community. It used to be to play a game you had a server browser and a lobby where you could talk to people, organise games etc. Now most games use an automated matchmaking system coupled with a 'friending' system that is quicker to get you into a game but much worse for communicating and organising with the people you are playing with.
Because multiplayer games have one basic problem:
- you need to play with other people
Back in early days of internet multiplayer mostly meant LAN parties where you sat in one room with friends and did something cool like UT matches. Most of the fun came from actually playing and talking to friends.
Now multiplayer games are mostly about sitting in one room alone talking or chatting via communicator to someone from other side of planet that doesn't give a shit about you, watching your internet fame aka some number going up in leaderboard or unlocking new paragon level which is at this point aped by almost every game.
Above is mostly about shooters but each gengre have more or less the same problem.
Take for example old MMORPGs. No auction houses, no other stuff that made people talk to each other. Clan/guild back then was mostly about you and your friends doing stuff together where now those are mostly threted as buffs for starting characters. Worlds that aspired to something were dumbed down to point where you can buy lvl 90 character and "play raids"
Like someone said already. Quality players make multiplayer awesome which makes game popular among other plebs. If designers will catter to casual crowd quality players leave game and what is left is those XIXIXIXDeAtHlOrD21212XIXIXI players and some sane people. So sane people don't want to play with shitty players and XIXI leaves because he can't annoy anyone now.
EVE and counter strike are probably best examples of above. Game were not dumbed down and still are played. Even old UT99 or Q3 still have strong communities. Just last month i played UT99 multi and upon clicking multi it had like 500 servers full of people + ~1000 empty servers (probably timezone).
Modern multiplayer gaming systems are also anti-community. It used to be to play a game you had a server browser and a lobby where you could talk to people, organise games etc. Now most games use an automated matchmaking system coupled with a 'friending' system that is quicker to get you into a game but much worse for communicating and organising with the people you are playing with.
Multiplayer constantly hemorrhages players because half of the player base have negative K/D and those players quit as it's no fun getting rekt. In the end only the elites are left and the skill gap is small enough that everyone gets a K/D of around 1.0.
If the game launches with a large community, the elite group remaining may be large enough to sustain a critical mass, otherwise the game just flat lines.