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Galactic Civilizations: The case for no multiplayer

Galactic Civilizations: The case for no multiplayer

Not all strategy games benefit from multiplayer

Galactic Civilizations is the only Windows game I've ever worked on that isn't multiplayer. 

The first Windows game I developed, Entrepreneur, had multiplayer. It included a built-in chat area and match-making.  Stellar Frontier also had multiplayer -- up to 64 players on a persistent world.  The Corporate Machine had multiplayer.  The Political Machine had multiplayer.

In short, I've worked on a lot of multiplayer games.  Moreover, I play multiplayer games. As was pointed out on-line, I played Total Annihilation, Starcraft, Warcraft 3, and several other strategy games a great deal on-line in a "Ranked" capacity.  I've tried out nearly every major strategy game from Master of Orion 2 to HOMM 3 to Civ 3:PTW/Civ 4 multiplayer.

From this, I've concluded two things:

1) Some strategy games really benefit from a multiplayer component. Multiplayer extends their "fun" lifespan.

2) Some strategy games don't benefit from multiplayer and the sacrifices made for multiplayer lessened the overall experience.

To people who don't develop games, multiplayer may seem like a simple checkbox feature.  Indeed, many developers I've spoken to feel pressured to put multiplayer in because some reviewers will give the game a lower score if it lacks it despite the fact that for most strategy games, the percentage of players playing on-line is very low.

But multiplayer brings sacrifices that many people may not be aware of. Galactic Civilizations II was developed so that multiplayer could be added later (i.e. it passes messages back and forth).  But the gameplay was not.  We were not willing to sacrifice the single-player experience for multiplayer.

I'm going to give three reasons why multiplayer does not make sense in Galactic Civilizations as part of the base game.

#1 It sacrifices single player features.  Ask any game developer whether they be at Ensemble, Paradox, Firaxis, or Big Huge Games, most people play strategy games by themselves on a single computer.  What % that is depends on the game. But on a TBS game, I would wager that greater than 95% of players never play a single game on-line even if the option is available -- that includes Civilization IV.

But developing multiplayer is incredibly time-consuming and expensive. In our last game, The Political Machine, a full third of the budget was for multiplayer. The game was ideally suited for multiplayer, published by Ubi Soft it would sell a ton of copies.  The game came out and sure enough, only a tiny percent of people played the game multiplayer.  That tiny percent didn't justify the 33% budget dedicated to them.

My favorite game of 2005 was Civilization IV. It has multiplayer in it that is as good if not better than any implementation in the history of turn-based games.  But what was sacrificed in exchange?  There's no campaign.  There's no in-depth scenarios.  No in-depth random events.  You can only trade certain items and techs back and forth no matter what.  Do you think this is a coincidence?  No random civil wars based on certain criteria?  No war-causing assasinations? No crusades? Not even once in a long while?  I suspect that there were a lot of concepts and features that Civ IV would have had if it didn't have multiplayer.

When we were making Galactic Civilizations II, we took a poll on multiplayer. Only a small percentage of GalCiv I players cared about it.  We took additional polls since multiplayer advocates were so vocal.  Same thing.

So instead, Galactic Civilizations II got ship design and a campaign.   I think most people would agree that we could have taken GalCiv I, slapped a 3D engine on it, given it multiplayer and been in good shape.  But can anyone who's played the beta imagine the game without ship design?  And when you play the campaign, I think you'll find that was worth it too.

Moreover, players get a lot more single player experience.  There are rare events that players may only see once in a great while but they're worth it -- a religions war that breaks empires in pieces. New republics formed from remnants of shattered civilizations.  Civil wars. Precursor ships found on worlds. Powerful artifacts that slowly increase the power of a given civilization so that everyone has to team up on them. Terrorists. On and on.  In multiplayer, this would all have to be turned off, but then again, if there had been multiplayer, whey develop any of this at all if it wasn't always going to be used?

Similarly, there's diplomacy.  Last night, I played as the galactic arms dealer.  The Drengin and Torians were at war and I was supplying both sides with ships for money. I then took that money and slowly bought up the worlds of dying civilizations.  That kind of flexibility in diplomacy would be a nightmare in multiplayer, you'd have to put all kinds of restrictions in the name of balance.

#2 The majority ends up subsidizing the minority. Outside some game reviewers and people who have friends who are really into this stuff, most people don't know other people on-line to play these games with.  And let's face it, playing a turn-based strategy game with strangers is an excercise in frustration (I am not sure I've ever actually managed to complete a TBS on-line without the other player either dropping or quitting prematurely).

Galactic Civilizations II is $40. Not $50.  That $10 may not seem like a lot to some people but to many gamers it makes a difference.  Check out the prices on the latest multiplayer strategy games -- they're $49.99.  Part of that price is to subsidize the multiplayer component that only a tiny percentage of users will play.

If there's sufficient demand for multiplayer, we'll do it -- but as an expansion.  Those who want multiplayer can then buy it and those who don't aren't forced to pay for it.  And everyone wins because they saved $10 in the first place.

Because of the Metaverse, GalCiv II already has multiplayer plumbing.  We even have a multiplayer design.  But it'll cost money and time to implement it. So if there's demand, we'll do it. But it has to be demand in raw numbers, not just vocalness of the people who want it.

#3 It would have changed the design priorities.

When you design from the start to be a good multiplayer experience you have to make sure the game is streamlined -- particular the interface.  So things that might slow the multplayer pacing tend to come out.

Galactic Civilizations has lots of mini-cut scenes in it.  Things to help the player enjoy and savor the civilization they've created. The technology tree is huge and designed to linger through and pick just the right one.  The ship design is full of extras that are there so that players can make cool looking ships.  The battle screen was implemented to be not just functional but fun to watch. The planetary details screens include quotes from random citizens and there's flavor text all over.  Each civilization has its own vocabulary based on who it is talking to (i.e. how a Torian talks to a Terran is different than how they would talk to a Drengin).

But a good multiplayer game has to be far more streamlined. You don't want to have core features that encourage users to do anything but move their units and make their decisions efficiently.  Take a look carefully at any decent multiplayer games recently and notice how efficient they are.  Efficient is great in a multiplayer game.  But in a single player game, there is something to be said I think for inefficiency -- for fluff.

And because we designed the game from the ground up to be a single player experience, Galactic Civilizations II has a LOT of fluff:

The screenshot below, I designed all the ships in this particular game. Every new game I make new ships. Why? Because it's fun. It's not efficient though from a sheer "get to the next turn quickly" point of view:

And what's the point of sitting there watching your ships battle it out?

In fact, there's a ton of things that involve reading quite a bit of text. There's a lot of customization within the game that has no "point" other than to let players indulge in the civilization they've created.

It's not that a game with multiplayer can't have these things. Civilization IV has the Civpedia for instance.  But the tendancy in a good multiplayer game is to move the text and other stuff out of the way during gameplay and out to a place where it's looked at at ones leisure.  And that's a good idea in a multiplayer designed game.

But these days, nearly all games are designed with multiplayer in mind.  And for people who have no shortage of choices on multiplayer, it's nice to have a good old fashioned single player experience where you can sit down and indulge yourself to the full experience. 

I remember a game called Master of Magic back in the early 90s. It was a great game. But it was only a great game because it was single-player.  The things that made it really neat would have been a disaster in multiplayer. 

And that's really the point -- multiplayer is a feature. Sometimes it makes sense and sometimes it doesn't.  In some RPGs sometimes they're better being single player (Knights of the Old Republic) and sometimes they're better being multiplayer (Neverwinter Nights).

For those who think multiplayer is a must in strategy games I hope this post has at least made the case that maybe sometimes multiplayer doesn't belong in the base game. 

We know how to make multiplayer games. We had the budget to make GalCiv II a multiplayer game if we wanted. We like multiplayer games.  But we felt that GalCiv II would be a better game if multiplayer was not part of the base game. 

 

3,181,488 views 616 replies | Pinned
Reply #351 Top
Without multi-player, the game is limited and the strategies are limited. Bought the game a week back and I'm kinda starting to get bored with it now. If this had multi-player, that would keep me interested for a LONG time and if you can build a great following as Civ and Warcraft have done, you will meet your business goals.

Why stop at being a very good game when this can become a great game? Even a simple multi-player option like hot seat or PBEM would make a lot of sense. Don't know how many played a game called Stars! (A 1997 sci-fi TBS similar to this and which has some similarities to this one like ship building), but there is a site called autohost that allows people to set 'turn frequency' and people around the world can upload their files to it.

Blitzing will be a big hit and if Stardock hosts this, you will have a ton of hits which you can levarage for advertising.
Reply #352 Top
Galactic Civilizations II is $40. Not $50. That $10 may not seem like a lot to some people but to many gamers it makes a difference. Check out the prices on the latest multiplayer strategy games -- they're $49.99. Part of that price is to subsidize the multiplayer component that only a tiny percentage of users will play.


If I give you 10 bucks will you give me a multiplayer version?

It's a great game. I bought it to play with my friends on our LAN night. We're big into Civ and MoO games.

We started playing individual campaigns to learn the game, and loved it.

Then we went to start a multiplayer game and were like, "Huh? I don't see the button for multiplayer."

"Check the manual. It's gotta be there."

"It's not in here. Seriously."

"An empire building game without multiplayer? Is that even possible?!"

"Apparently."


Seriously, I'll buy an expansion just to get multiplayer.
Reply #353 Top
No game released 2004 or later can be great without a multiplayer option. This is the age of internet and any game developer that wants to be part of the future has to have support for playing over internet.

Without it this game, even though it is great, will fall into oblivion. No matter how you twist and turn it, playing against a real human being is always more exciting and fun than playing against some computer algorithms.

Heck even chess is more fun against real people than a AI, even though an AI in chess can be really challenging for most people.
Reply #354 Top
well i think that most here who are pushing for a multiplayer addition to gc2 is correct in their assumptions in the fact that the need for multiplayer will grow whether or not you create one and the appeal will be lost. i know in my own mind that i love jumping into a game single player and multi but single player only goes so far. i mean for example i like chess programs to but dont play alot against computer gets to be boring after a while. the human aspect is what is missing to be able to play someone different from you is more exciting, but why limit a game by just making it single player. if this game were multiplayer i think it only extends the life of the game and i would be playing the game when i am 80 both considering i would still be alive and the program would run on future computers. so i say to the great developers of this game that even if the voices are few that are speaking aloud for multiplayer please do not just consider it for those voices only get louder and more voices are added so please go beyond consideration and jump into greater possibilty. thanks again paying customer

Reply #355 Top
As a game developer I know exactly how much work it is to make a game multiplayer both from a design and from a technical standpoint - a lot. I can definitely see the reason for going with the single player only initial release.

But...

If there was one game that screamed out to be played multiplayer it is GalCivII. I have envisioned losing countless hours of sleep to playing with my friends. And actually I think a lot of the single-player 'fluff' adds to multiplayer. Customizing your ship would be great for making your own statement. When your friend sees your crazy spaceships and he knows that is you... good times.

I love turn-based 4x games. I love playing them multiplayer. It just adds so much. I'm still playing Spaceward Ho! just for the multiplayer. Me and my friend actually draw up pen and paper style alliance agreements with expiration dates and all...

Please, Please, Please give us a multiplayer patch. I'll pay extra, I will...
Reply #356 Top
i agree with you although i am not that much of a developer my self i also still agree that mutliplayer is great. nobody likes playing real sports or board games by themselves multiplayer has been around for many centuries and to not consider that is denying us history. it was man that came together to challenge one another intellecutually playing chess and tennis then football, baseball and so forth. multiplayer is what defines us as human when the end comes i would rather be playing a game with a friend rather than alone. give us multiplayer please. to be multiplayer or not to be multiplayer, it is not a question it is the only answer.

Reply #357 Top
I think you guys dismiss multiplayer gaming too easily. Sure it's easier to build and implement a single player platform of design and it takes resources to adapt what is grounded as a single player exprience and make it a smooth and well implemented MP exprience.

For it to be a success both economically as well as creatively and contribution to game design and advancing cooperative and competitive entertainment, there has to be excellent implementation. The average gameplay of a game like this from start to finish might be about 4-12 hours for a complete game. Some games start out poorly, bad starting position, poor execution of strategy and people quit, you quit sometimes too. If there were a way to reward players for staying in. Perhaps some carry over of skills or unique units, something like that, an incentive for staying in the game for the agreed upon time, then players might stick with it. Having agreed upon turn limits of 1,2,3,5,10,15 min or whatever players specify. Keeps the game moving. All of these things would make for good implementation.

In the game of chess which is perhaps the ultimate multiplayer game, because it sucks playing against yourself, or a computer, humans make mistakes, they also stragetize, and can see into the future, and make decisions that a computer cannot, they develop friends and enemies while the computer just fakes it. One thing I notice about the diplomacy done by the computer is they declare war one week, two or three weeks later they agree to peace and then another one or two weeks they declare war again on the same opponent. That's stupid lol. That's AI. Humans, don't declare war until they are ready or until they have no choice, and they'll stick with the battle even if they begin to lose, or call it off if nobody gets hurt, they're also able to make some intelligent decisions about who'll actually side with them or not, while playing risk or diplomacy cooperation is very important. One of the drawbacks of chess is there is no way to play with more then 2 players. If you could get a 8 or 10 player game of GAL CIV 2 you could dev online friends/clans, groups of players that play for the fun and the matchups. The diplomacy aspect could be huge. You could allow human players to adjust the sliders "love nub" and do so showing the other players racial relationships and status, keeping each other guessing, keeping the trade/tribute system just as it is, but allowing conversations to take place either over teamspeak or just text chat rooms. I think making the communication sorta formal, and allowing each player to type what they wanna do, meeting with a player and taking part of each of their 15 min of decision time would be cool, having just those two players talk, text wise perhaps in character lol, I think that would be great fun. Of course you'll run into the jerks who'll play once in a while but for the most part they won't hang around in MP, because nobody'll wanna play with them if they aren't friendly/fun to play with.

So if each week is 5 min or 15 min, maybe displaying the number of turns per hour instead of min would be the best way to decide, 15 min rounds = 4 turns per hour, 10 min = 6 turns per hour, 5 min = 12 turns per hour. You could have games listed on the master server, epic games in large universes, could be the 4t/hr kinda game, with an additional setting of how many hours is intent on being played in that sitting, 1 hr, 2hr, 3hr, however many hours up to say 6hr, and then also UC could be listed which could mean (until completion).

Shorter games could be on a medium map or small map with faster tech speeds, sorta the way they are selectable right now. Maybe played out in 1 or even 2 hours.

So the host could setup a game, UC and players who wanted to play a game until completion could join in. Once there are enough players 2/4/6/8/10 player game, then everybody chooses start and it begins. It would be even cooler if while in game, players could adjust time needed for turns dynamically. So that as the empires became more involved management wise additional time could be allocated dynamically based on a voting system each turn. So on turn 1 five min could be used, turn two say more then 50% want an extra min then turn two would be six min long. So each player could vote each turn, to increase time or decrease time one or two min, nothing too complicated right, if more then 50% vote a certain way, then it's a done deal. Cool huh?

Over the course of 4 hours of play which is about the most I usually do in SP cause the shallowness of the AI quirks starts to really bother me, at 5 min per turn, 12 turns an hour you get about 48 rounds. As host, host could decide to extend the time and remain seated, extend the time and leave as host, allowing someone else already seated to host, or close the game and give each player the score, when the host leaves and another host becomes host, that host can set the new intended sitting time and continue the game. Open seats would be played by the AI and when a seat opens up a human player sitting in the master server lobby could jump in, taking over for the AI. I'm not sure how challenging game mechanically-wise this would be to engineer but it would work gameplay wise. Games could go on for hours, days, perhaps weeks in the really large empires, you could implement a chronological historical family tree of leadership feature lol see who ran that race and for how long how many times. If the game is for conquest the game is played out until either all the human players but one have left the game or quit and that last player decides to close the game or the last human player except the one that was playing leaves, then the game automatically closes. Just some ideas. Let me know what you guys think, maybe pass along some of your own ideas for the dev's as they are working on the MP part of GAL CIV right now right?
Reply #358 Top

as they are working on the MP part of GAL CIV right now right?

We are NOT working on multiplayer for GalCiv2 right now.

Reply #359 Top
So you're not ever going to work on MP? Or just not right now, and not in the foreseeable future, and probably not ever?
Reply #360 Top
Just not right now.  We're still working on Dark Avatar, which is not going to include any form of multiplayer.
Reply #361 Top
I see no reason why Galciv cannot have multiplayer (at the very least hotseat, as in a hotseat game you can keep all of the single player 'fluff' as you call it) without compromising the integrity of the single player game.

When I look at the basic game play dynamics (and correct me if I'm wrong) I only see one limitation to multiplayer, and believe it or not, it's not ship design (more on this later), rather, it's planetary management. Having to go in and adjust all of your planets significantly increases waiting time. The solution is to change planetary management (note: this isn't compromising the single player game, with few exceptions the less time it takes you to adjust planetary priorities the better.) MoO1 had the fastest, and the best way to manage planets. If the Galciv planetary management was more MoO1 like (possibly with the option of going more in-depth, but not required), the game would be perfect for multiplayer.

As for ship design, I believe that it has the potential to become the single greatest multiplayer element of the game. The solution is far too simple: let the player design his ships while his opponents are taking their turn. You have now effectively killed two birds with one stone. Firstly, the time consuming process of designing ships is now delegated to a time when it won't affect other players. Secondly, it gives the players something to do while they wait for their turn. Even if the player has no need for a new design, time can be passes by tweaking the visuals on existing designs. A system of exchanging designs would also be a nice inclusion. Don't forget that by the time that a player actually is bored with single player and has moved on to multi player he will have a number of pre-made designs already at his disposal.

Other things the player could do while waiting for his turn could include managing planets, or engaging in diplomacy with other players.

Other elements of Galciv also lend themselves to multiplayer. The lack of tactical battles for instance speeds up turns quite a bit. While random encounters and AI can unbalance the game, these could be toggled on or off. I don't personally see the reason for turning those options off (hey, they spice things up) unless the game is of a highly competitive nature though (say, an actual tournament, or a clan war), or if there are enough players to justify the non-inclusion of the AI.

Just think of all the fun game modes that you could have in multiplayer. Like team games (where members of a team share techs) or king of the hill (a planet in the centre of the map that gives the owner a huge empire wide bonus), or an alliance against the dread lords (one player plays dread lords, the rest are allied against him), what a blast!

But yeah, besides planetary management it almost seems like this game was already designed for multiplayer. Just jack up the research and production rates some, and you have one hell of a multi-player experience.

PS

I would be delighted if any of the devs wanted to talk game play with me. For some strange reason I have always felt like I know the right ingredients for making a great game.
Reply #362 Top
I wonder how many of the playerbase would want an expansion with only multiplayer added or the upcoming Dark Avatar.

Personally I dont care much for the stuff added for Dark Avatar, it will still be basically the same game playing against AIs. Would much rather want to play against people all around the world.
Reply #363 Top
Just to add my two cents worth. I do not miss multi-player at all. I had my fill of it back when I was playing Stars! night after night for all those years. Please continue to expand the single-player experience in the GC series. Thanks for a wonderful game.
Reply #365 Top
I have never responded to anything i've read on this forum. But the point of view here asks for numbers to count me to see if I am for or against multi-player for this game. I am against. All I have ever played is single player. That is my opinion.

Reply #366 Top
I'd welcome a multiplayer add-on, but in my opinion the great single player experience outweigh the loss of multiplayer.
Reply #367 Top
One thing thats for sure, I hope GC2 stays Single player. Ive been playing Civ for a while and always wanted to see empires split off, alliances made and broken, religious wars, powerful nations cumbling or split from one single event and now several civilizations stand.

I see events like this happen all the time in GC2. mostly from evil civilizations. my only compliant is how minor races are treated. Ive seen minor races rise up and be incredible forces to deal with. but you never get the same managment system with them as you do the major civilizations.

Not only such, but people like me can mess around how ever we want and make the game how ever we choose and no one will complain.

Id like to see more of this. None of it will happen if multiplayer is added. Also i dont want to have to wait on somone because there messing with ship designs, or vis versa.

This is Deffinatly a game that is under rated for what you get.
Reply #368 Top
Y'know, I wouldn't want to play GalCiv2 online. I've played free TBS games online and you know what ends up happening? So lifeless nerd spends all day everyday playing it, builds up a huge army, and kills you while your away having a life, or going to work or school. Nothing is more frustrating than coming home, going to play the game(especially if you're doing really well) and find out some guy killed you because you were out wokring to make money and you had no chance to retaliate. This game is fun, things differ form game to game. I had one game where the Alterians were bloodthristy and constantly starting and stopping wars with me. Next game, they had two planets and a survey ship. THAT'S ALL. I crushed them within a few turns. Besides, RTS games work much MUCH better for multiplayer than TBS ones. If they make an expansion or optional download to get a multiplayer feature, maybe i'd think about it....but i seriously doubt that I would do it. I look foward to DA and all the fun it'll bring us.

-Spencer
Reply #369 Top
SP + FLUFF = FUN for a long (long) time, but after a while, paying a little extra for MP support starts to sound like a great deal. For example, I play multiplayer CivIII/CivIV games all the time with my brother and we have a blast. It's also good to know that these games have MP support beyond limited hotseat play (I'm referring to the CTRL+SHIFT+Z cheat); that way we can still play each other when I go off to college next fall.

So basically, my vote goes for the separate multiplayer expansion to GalCivII (which, for the record, is infinately better than the Civ series, even without MP).


Alan H.
Reply #370 Top
One thing thats for sure, I hope GC2 stays Single player. Ive been playing Civ for a while and always wanted to see empires split off, alliances made and broken, religious wars, powerful nations cumbling or split from one single event and now several civilizations stand.

I see events like this happen all the time in GC2. mostly from evil civilizations. my only compliant is how minor races are treated. Ive seen minor races rise up and be incredible forces to deal with. but you never get the same managment system with them as you do the major civilizations.

Not only such, but people like me can mess around how ever we want and make the game how ever we choose and no one will complain.

Id like to see more of this. None of it will happen if multiplayer is added. Also i dont want to have to wait on somone because there messing with ship designs, or vis versa.


Huh, what? If multiplayer is added as an expansion it wont stop you from keep playing SP and do all those things you like to do against computer algorithms(=AI). If you dont like playing against real people, then just dont buy the expansion. Simple as that.

What we want is the option to PAY for a multiplayer expansion as Im sure there are alot of people who are tired to play against computer algorithms.

Reply #371 Top
OMG this thread should be like BURIED already. This horse has been beaten, dragged around, beaten some more, revived and beaten many times.

What's this WE crap, everytime there was a poll for who wants MP and would be willing to pay for it (Brad justifying spending the resources/time/money on it) not enough people ever said YES.

Reply #372 Top
Where are those polls?

I have yet to see the results of any polls. How was it formulated?

Because I find it extremely unlikely that in this year of internet gaming a majority of people would NOT want to play a game over the internet.

So by we I mean people who like to have an option to play against real people rather than computer algorithms and I would bet good money that would be more than just me.

Besides what is your problem? This thread was put sticky for a reason. If you dont like to read about it, just dont. Or do you feel compelled to read posts regarding stuff youre not interested in?

Reply #373 Top
Hi!

I am from Berlin (Germany). I bought GalCiv2 3 days ago. Since Civ 1 I love single player games. There are many other players, who want to play single player games. I also played Empire Earth in MP times ago. Since feb 2005 I played World of Warcraft. If I want to play a MP game, I am going to do this. If there is an expansion, I will buy it. But it is not nessassary. There are many players, who bought this game for single playing like me. If you play nearly 2 years a MP game, you will be happy to find a good game playing on your own, switch the light off and look at your monitor. Only you and nobody else. That is a way of having fun, too.

greetz Marco
Reply #374 Top
I have yet to see the results of any polls. How was it formulated?


I am not sure where to find the polls exactly but what I do know, is if you read the O.P. and you actually believe what Brad / Frogboy / Draginol ( The actual designer of this game ) had to say then you need not have asked that question. Here are his actual words on the subject for your review.

When we were making Galactic Civilizations II, we took a poll on multiplayer. Only a small percentage of GalCiv I players cared about it. We took additional polls since multiplayer advocates were so vocal. Same thing.


You also state...

Because I find it extremely unlikely that in this year of internet gaming a majority of people would NOT want to play a game over the internet.


If multiplayer is added as an expansion it wont stop you from keep playing SP and do all those things you like to do against computer algorithms(=AI).


I am sure the majority of people who play turn based strategy games do not wish to play them on-line. As Brad stated below and as I have also experienced, it just never seems to pan out and as you will read below, it does affect the single player in one way or another. You can find further explanations of this in the OP as well. Yes we can still play against the AI, but there would be significant trade offs.

#1 It sacrifices single player features. Ask any game developer whether they be at Ensemble, Paradox, Firaxis, or Big Huge Games, most people play strategy games by themselves on a single computer. What % that is depends on the game. But on a TBS game, I would wager that greater than 95% of players never play a single game on-line even if the option is available -- that includes Civilization IV.


As for Multiplayer, I guess if it could be implemented correctly it could be a good thing. However, if the single players were at risk of losing the Metaverse to online players only... I would have to say no. I currently enjoy the way the game plays and the options I currently have regarding single player, and I am sure those options would not be enhanced if Multiplayer was added.

Just my opinion of course. I have nothing against multiplayer in general.

Reply #375 Top
As an avid computer gamer and programmer I empathize and agree with Frogboy's position. I was commenting lately to a friend about the dearth of great singleplayer games. Every game coming out - multiplayer - and I finally retreated to game review boards to read articles and see which amongst the monthly crop featured the best singleplayer gameplay. Many of them focus on MP, then tack on an often incoherent or tedious linear story/campaign for the SP.

The reason being is that I devote my multiplayer efforts to one game alone - Neverwinter Nights - and as a player and world developer I simply don't have time for another (nor have I seen one I'd choose to participate in, with the possible exception of Stormreach). Since I both play and write C its unlikely anything will dethrone it unless it uses C also.

I just bought another copy of GalCiv2 as a late Christmas present for a friend. He's been playing Civ2 for over a decade so I know he'll love this one. Yes, I'm sure we'd love multiplayer, or even Hot Seat, so if that comes down the pipe, great. If not, we'll still love it, and talk about this campaign or that one, and strategy.

Keep on doin' what you're doin', guys. I'm very impressed with Stardock, its philosophy, and I love the game. Kudos to you and your development team.