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Re: OT, galactic civ II
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Team doing a quest Player vs. Player Strong Player hunts weaker players Team attacking a large group of enemies Team hunting a computer monster Team vs Team Players able to trade items, money, services the list goes on and on Quote:
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Re: OT, galactic civ II
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I still say that it would have to be totally different game if it was developed for multiplayer. And being great might not be good enough. Take Allegiance as an example. 3d space flight battles, with fleets, with commanders, with AI miners players have to defend from opposing players, with big ships whose turrets have to be manned, etc. It flopped, servers went down, and only after lots of fan pleadnig Microsoft released the source for the game, or maybe just for the server program. Quote:
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Re: OT, galactic civ II
Sorry. Im still not convinced of any of this. You kindof strike me as coming across like a lover of MP who looks at every SP game as though it would be better with MP attached to it. But you acknowledge that there are also some great only-MP games.
I on the other hand tend to look at only-MP games as being improved if they added SP. And I acknowledge some great SP games. But at least Im not so hooked that I would push adding SP too hard on some MP developer. I think that the best in either grouping is written that way from the ground up and could only half-@$$ the other. |
Re: OT, galactic civ II
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Re: OT, galactic civ II
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And you are wrong in my view.... if a game is MP only... I truly believe adding SP to a MP_only game would increase replay value. Looks like you are too quick on assumptions. http://forum.shrapnelgames.com/images/smilies/wink.gif I believe any game should always expand on the content and its replay value. Increasing replay value for me means adding the following features: Multiplayer (& Singleplayer if it doesn't exist) Random Game Generator Map Editor MODs Ability for gamers to adjust/improve the AI Very Large maps/worlds Campaign((Multiplayer Campaign is even better)) |
Re: OT, galactic civ II
I have serious doubt about anybody creating game which has great SP and MP in any foreseeable future. You can probably share graphics and story, but the gameplay would have to be written pretty much separately. The core differences are probably in turn structure and game depth. MP games can (and should) have strategic depth (like Dominions), in SP games strategic depth causes a serious problem, because writing AI that can deal with it is not within resources of game developers. Different turn structure means a lot of differences (scripted combat vs turn-based combat, order-based commands vs moves) etc... Of course, that means different balancing, and as result players will need different strategies in SP and MP which brings to the point of pretty much 2 different games under one title. And that I suppose doesn't make business sense, because if developers have expertise to build 2 great games they can just release them as a separate games.
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Re: OT, galactic civ II
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Re: OT, galactic civ II
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Also from what I've seen of GAL_CIV_2 this game appears to have lots of strategic depth. Not sure why you see this lacking/missing. Quote:
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Re: OT, galactic civ II
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Within his topic "Galactic Civilizations: The case for no multiplayer" he explains he has worked on "a lot of multiplayer games" and even lists some of them. |
Re: OT, galactic civ II
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And let's not forget the example of Dom2 : Sure, a number of people think it has a perfectly decent SP game. There's at least an equal number of people who think SP rots, that SP isn't worth playing by the time you play well enough to make it 30-40 turns. (Both the non-existent AI, and the cheezy cheats make it unplayable, or at least non-enjoyable, as a SPS game, imo.) |
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