Post by fauxgrim on Feb 11, 2015 13:35:04 GMT
I know multiplayer has been suggested a million times but I couldn't find any that outlined the multiplayer in this particular way. The primary reason developers are giving for not adding multiplayer are limitations of complex physical simulations and their workload on our computers. This is both very reasonable and understandable; We can only simulate so much at any given time. That is why I believe to come up with a concept achieving both player vs player challenges, social interaction (to some degree) and acceptable workload on computers.
What I propose is indirect multiplayer:
TL;DR: Multiplayer through players building maps and other players solving them.
1: You create a level for others to solve / beat / defeat.
2: You submit the level to a collective multiplayer database.
3: Random person X wants to play multiplayer and clicks "load level"
4: They recieve the level, build whatever solution they want and defeat the level. (Possibly using the same restrictions and constraints as the singeplayer maps)
5: The 'battle' is recorded and sendt over to you, so you can see how they did and how you can improve the map.
Assuming the maps created by players will be within the range of already provided maps, they would not cause any more stress on the specific computer than what the singleplayer already does.
Prerequisites:
* Level editor and creator for players.
* Battle-recorder and playback.
* Framework for transmiting maps and battle-playbacks.
Requirements:
* Level editor must have finite resources to be used for making levels, to prevent too complex physics simulation and unbeatable levels.
* May have to include some sort of voting mechanism for levels to sort good / interesting levels from bad ones.
Pros:
* Does not impose a high workload on computers.
* Introduces a social element to the game.
* Utilitizes the creativity of the playerbase to help create a vibrant and sustainable playing experience.
* If level editor and battle-recorder are already considered as future features for this game, this could be a natural next step.
* Posibility to use selected player-created maps in singleplayer, providing more content at a faster pace than in-house level designers would be able to do alone. (There's probably some content ownership legalities that prevents this, that I haven't thought of)
Cons:
* If level editor and battle-recorder are not planned features, the ammount of work would probably not be justifiable in its own right.
* Most likely isn't the multiplayer implementation everyone wants, but to me it seems like a more approachable midpoint.
The suggestion can be reduced further by removing the battle-recorder part of it and then be reduced to a collective database of player created maps. This would be easier on the development but would remove the social feedback loop and it would no longer contain a social element (IMHO).
Tell me what you think of this, if you agree or disagree with me, and what would further make this idea better than what I present to you here.
What I propose is indirect multiplayer:
TL;DR: Multiplayer through players building maps and other players solving them.
1: You create a level for others to solve / beat / defeat.
2: You submit the level to a collective multiplayer database.
3: Random person X wants to play multiplayer and clicks "load level"
4: They recieve the level, build whatever solution they want and defeat the level. (Possibly using the same restrictions and constraints as the singeplayer maps)
5: The 'battle' is recorded and sendt over to you, so you can see how they did and how you can improve the map.
Assuming the maps created by players will be within the range of already provided maps, they would not cause any more stress on the specific computer than what the singleplayer already does.
Prerequisites:
* Level editor and creator for players.
* Battle-recorder and playback.
* Framework for transmiting maps and battle-playbacks.
Requirements:
* Level editor must have finite resources to be used for making levels, to prevent too complex physics simulation and unbeatable levels.
* May have to include some sort of voting mechanism for levels to sort good / interesting levels from bad ones.
Pros:
* Does not impose a high workload on computers.
* Introduces a social element to the game.
* Utilitizes the creativity of the playerbase to help create a vibrant and sustainable playing experience.
* If level editor and battle-recorder are already considered as future features for this game, this could be a natural next step.
* Posibility to use selected player-created maps in singleplayer, providing more content at a faster pace than in-house level designers would be able to do alone. (There's probably some content ownership legalities that prevents this, that I haven't thought of)
Cons:
* If level editor and battle-recorder are not planned features, the ammount of work would probably not be justifiable in its own right.
* Most likely isn't the multiplayer implementation everyone wants, but to me it seems like a more approachable midpoint.
The suggestion can be reduced further by removing the battle-recorder part of it and then be reduced to a collective database of player created maps. This would be easier on the development but would remove the social feedback loop and it would no longer contain a social element (IMHO).
Tell me what you think of this, if you agree or disagree with me, and what would further make this idea better than what I present to you here.