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Behind the Scenes of the Game Industry

Editorial For: Thursday, June 18, 1998

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Just How Important Is Multiplayer?
Does Quake Arena Signal a New Trend?

When id Software made their latest announcement – as usual, not in a press release but rather in John Carmack’s electronic plan file – they shocked the world by announcing that Quake 3 would be abandoned in favor of a new multiplayer only game experience entitled Quake Arena. Although there have been a multitude of online-only games (from FireTeam to Microsoft’s Asheron’s Call and even Virgin’s SubSpace), id’s decision to go multiplayer-only with Quake Arena is the 900 pound gorilla that has all the sudden made most gamers wonder about the importance of multiplayer gaming.

I still remember having the time of my life playing friends and family in some of the first multiplayer games – The classic example was playing the original Descent over the modem or even Doom. Through a direct modem connection with a friend, the whole concept behind multiplayer was incredibly appealing: Actually battling a human opponent -- in many ways the ultimate AI. You could trade inside jokes over the chat interface and plot secret attacks that you’d laugh about the next time you met face to face. With the massive growth of the Internet, services such as GameSpy, Won and Heat.Net have grown into virtual meeting hubs for multiplayer gaming – Now some games are promising up to 32 different players on the same multiplayer map. There’s no question that multiplayer is addicting, but even since the days of Doom, there’s been one major problem: The accessibility for multiplayer just isn’t there.

I remember when Descent was released and how it was incredibly easy to play over the modem – no configuration nightmares. Since then, few games have really had "one button" multiplayer support. As everyone knows, the multiplayer code in Unreal is unstable at this point, as was the case with the initial code in Quake. To many companies, multiplayer is an important element (one of those bullet points that should be on the box), but it never really has been the main focus of a major game, perhaps with the exception of Ultima Online. Even hit games such as Red Alert may only have about 10% of the audience ever play a multiplayer game. Westwood tried an online-only game in the C&C universe with Sole Survivor and it failed. Will Quake Arena be id’s Sole Survivor?

I strongly doubt it, because I think id realizes that their strength is in technology and not single player game design – although Quake 2 certainly did prove id could design a pretty solid single-player game experience. At the same time, it’s important to note that the online audience is skewed toward multiplayer – Although the decision to do a multiplayer only game may be applauded online, it remains to be see exactly how the mass-market would react to such a decision. My take? I actually think the idea of having players compete against smart AI bots in a game could be an incredible experience – BotMatch in Unreal can be fun, although I think id has their work cut out for them creating truly worthwhile AI opponents if the pseudo-multiplayer experience with Bots is going to work in Quake Arena.

Games such as Half-Life promise "one click" access to multiplayer and other features such as being able to find your friends online and hook up with them for a game, and I think if Half-Life succeeds in delivering such an intuitive multiplayer front-end, it could hook droves of individuals on the multiplayer experience. However, accessibility is the key, and id needs to be very aware of this when designing Quake Arena. If they can design a compelling multiplayer-geared game that has one-click accessibility out of the box, I’m sure they will be able to maintain their market share.

However, do gamers always expect a balanced game? (i.e. a combination of single and multiplayer features). I don’t necessarily think so. Whether most gamers will admit it or not, games like Duke 3D, Unreal, Quake, and Command and Conquer were all designed first and foremost with the single player game in mind. id is a company that is always taking risks and I think it’s a bold move for them to try to shift the focus to multiplayer gaming. Does this mean that a whole bunch of other companies are going to start devoting resources to creating multiplayer-only 3D action games? I don’t think so. I certainly think there is something to be said for the explorative feeling of walking through a level at your own pace and not having to worry about 11 other players wanting to frag you.

Ultimately, I think we will see a blurring between single and multiplayer gaming. The single-player game will slowly evolve into the type of experience where the AI is so sophisticated it will almost feel like you are in a multiplayer game – You’ll have teammates and enemies that can think as well as shoot. When the AI of NPCs in the environment is near the level of another human opponent, you probably won’t be able to tell whether you are fighting another human or the computer, thus creating a single player experience that mirrors multiplayer action. Of course, this whole concept presupposes that AI will get to the stage where it can mimic realistic human behavior. I’m confident that we will one day see this.

For the time being, Quake Arena will no doubt take strides toward building the multiplayer community on the Internet and I applaud id for deciding to take a risk and see what they can do with an online-only game. If the accessibility is there, then there’s no reason the gamers won’t be there too.

 I'll be back tomorrow with another editoria answering your questions.  If you had a question you'd like answered tomorrow, send e-mail to feedback@gameslice.com If you have a suggestion for a future topic, please drop me a line too!

Geoff Keighley
Editor-in-Chief
GameSlice

Feedback on this editorial or a suggestion for a future topic?  E-mail: feedback@gameslice.com

 

 


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