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Chapter 13: Multi-player Ayşegül BAKAR BTÖ-616 by Richard Rouse III.

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Presentation on theme: "Chapter 13: Multi-player Ayşegül BAKAR BTÖ-616 by Richard Rouse III."— Presentation transcript:

1 Chapter 13: Multi-player Ayşegül BAKAR BTÖ-616 by Richard Rouse III

2 Overview What is the difference?  Reading books  Listening to music  Studying math  Doing homework  Single player games Interacting with another human/a character

3 Overview  In the end, the dynamic interaction that single player games provide is far more limited than what can be provided in multi-player games.  But to the non-gaming world multi-player online games are seen as just as antisocial as single- player games, if not more so.

4 Motivations  The popularity of multi-player games makes perfect sense given that they satisfy many of the player desires. AI opponents Real humans Much deeper & unpredictable adversaries Increased challenge

5 Motivations  Players learn as they play  Possible for players to socialize  Glory and shame  Emotionally charged alternate realities  Significantly more interactive Screenshot of Ultima Online

6 The Forms  Single-system multi-player Games that are played by a number of gamers all in the same location and huddled around the same computer or console  Online multi-player Games that are played online by multiple players who are in significantly different locations

7 Single System Multi-player  Pong, Mario Bros, Smash TV  These games are limited in that both players have to be constrained to relatively the same portion of the game- world so that they can both stay visible  Multi-player single screen play can be further problematic when players have to wait for one another to perform certain actions. Split screen Solution

8 Online Multi-player Screenshot of Dark Age of Camelot  Players need to project themselves into the game space much more  Players interact and form strong bonds with others they have often never met in the pyhsical world  Open-ended in design  Emphasizing multiple paths to success  Allowing players to spend their time how they choose

9 Design Considerations  Designer should plan his game so it is possible for players to tend to the needs of the real world without needing to quit the game.  Letting players know what they are getting into before they start up a game is a good way to encourage them to play games all the way through.  Games that allow one player to get extremely far ahead of the other players but still require a long and tedious end-game for that player to complete the win will encourage the losing players to drop out, essentially forfeiting.

10 Design Considerations  Your game will need to handle Internet dropouts in an elegant way such that the remaining players can continue playing if at all possible, with the now- missing players having essentially forfeited their slots.  Allowing players to customize their avatar in the game-world is also key to making players feel that they are actually putting themselves into the game.  If your game design does not allow for a flexible enough space for players to develop unique tactics to counter other players’ moves, all but the newbies will quickly lose interest in your game.

11 Protect Newbies  Newbies are the most vulnerable players, and it is the game designer’s job to do everything he can to keep them protected long enough for them to become familiar with the game’s mechanics and tactics. Online training areas Mentoring system Simple controls

12 Socialization  One of the primary reasons that players engage in multi-player games is to socialize with other players. Attract a larger female fun

13 Socialization  Facilitate player socialization! Interface (chat or symbol based language) Emoticons and creative punctuation Headset support for voice chat Safe places to talk Player clans or guilds

14 Developmental Issues  Decide what type of game they are making: multi- player or single-player  Keep the game development process as organic as possible

15 Playtesting and User Feedback  As you develop your multi-player game and observe people playing it, you will quickly find that you never can anticipate what players will attempt to do.  However, the flip side of this is that, since they are such hard-core gamers who are so into gaming that they are willing to play a buggy and unfinished product, these testers do not necessarily represent the views of more casual players.  When your game is unleashed on the masses, issues will come up that you failed to anticipate.  In the world of massively multi-player persistent games, the duty of maintaining the game after it ships is even more important.

16 Playtesting and User Feedback  Adjusting the game in any significant way after it has shipped can be a delicate process.  The fact remains that, though invaluable, the feedback offered by players, whether in a beta test or after the game has launched, is problematic at best.

17 Thanks for listening


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