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leiavoia
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Or-E-gun
Nov 2001 time: 22:37
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Greetings Apolytonians:
[if i picked the wrong forum for this post, please relocate]
I'm in the very beginning stages of putting together a turn-based space strategy like Master of Orion, et al. Lately, the few TBS games that have come out have tried to push multiplayer as a selling feature. However, designing this kind of game with multiplayer support is going to be a LOT of extra work, possibly not worth the trouble for my project. My questions for you are:
Is it more important for a TBS game to have enjoyable multiplayer support or a good solid AI for single player? If you had to make the game only single player or only multiplayer, which would you rather have?
In my small design circle, we are all leaning towards "concentrate on single player, flesh out multiplayer afterwards." So my current idea is to leave multiplayer "hooks" in the code but not actually program all the networking (right away). Of course, it would be faster to simply program the game strictly as a single player experience. Personally i would almost never play multiplayer.
I'm looking for input from as many people as i can reach. What do you think i should do?
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Proteus_MST
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For me it´s SP, definitely.
MP is a nice addition which I´d use now and then, but most of the time it would be SP
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Sir Og
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Lurking in Stara Zagora, Bulgaria
Jun 2001 time: 07:37
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SP.
It is very difficult for most people to find people who are available to play MP with.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:37
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I prefer single player in TBS games. In multiplayer games of this genre (RTS and RPG too), there's just too much powergaming. When opponents are simply looking for the shortest path to victory, rather than looking for an immersive experience, its just not much fun at all.
In TBS games, particularly Civ, I look for immersion, to role play, to enter the mindset of a certain type of person... in this case, the benevolent, omnipresent dictator of a fictional incarnation of a civ. To interact with this randomly generated world in a way such that a rich plot can form.
Multiplayer games just don't stimulate my imagination in the way single player games can.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by leiavoia
Greetings Apolytonians:
[if i picked the wrong forum for this post, please relocate]
I'm in the very beginning stages of putting together a turn-based space strategy like Master of Orion, et al. Lately, the few TBS games that have come out have tried to push multiplayer as a selling feature. However, designing this kind of game with multiplayer support is going to be a LOT of extra work, possibly not worth the trouble for my project.... In my small design circle, we are all leaning towards "concentrate on single player, flesh out multiplayer afterwards." So my current idea is to leave multiplayer "hooks" in the code but not actually program all the networking (right away). Of course, it would be faster to simply program the game strictly as a single player experience. Personally i would almost never play multiplayer. |
My question to you would be is this a labor of love on your part, or are you doing it for the intent of sales? If its the former I'd say go with SP, but if its latter MP would definately be advisable.
D
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Sir Og
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Lurking in Stara Zagora, Bulgaria
Jun 2001 time: 07:37
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Zkribber I have registered in 2001 but i mostly lurk around here. So Poly is multinational as far as Bulgaria is concerned from a long time ago.
There is also atleast on more poster from Bulgaria who frequents the MOO forum.
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