Tuesday, 13 April 2010

The curse of multiplayer gaming

Nomatter how good it gets, the players will always hold it back. Open social gaming just doesn't work, randomised connection to others doesn't work. Communities must form for the qualities of the game to shine - the average public server will only grant you disorganised chaos, ignorant players exploiting whatever techniques work best in chaotic circumstances, and as a result most of the game's features are ignored wholly.

2 comments:

  1. This is why I generally refuse to play Co-op games with randoms as I don't feel it's a shared of experience if I don't have a connection with the other person.

    This is generally why I don't play games online on my own.

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  2. I remember embarking on my first multiplayer game online ~ it was Diablo, of course. We had such a good group of gamers to play with. Gone are such times where you bought the game, didn't have to worry about patches, upgrades, or expansion sets. You were able to give it your all without it actually "costing" you somewhere later down the line. You were able to save your character before delving in new games, so even if something tragic should happen *as Diablo had rampant playerkillers* you could always reload your player at your last save and journey on.

    Those days are long, long gone. And people wonder why I enjoy table top gaming with dice and graph paper.

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