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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. 

 

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Reply #126 Top
I've played many LAN and hotseat games of MOO2 and I have to say that multiplayer is much more fun than single player. Even in hotseat games where you have to wait for the other person...

I think a lot of you guys don't have any idea how much fun multiplayer is because you don't have any friends/family who like these types of games.

I suspect that there are several to tens of thousands of people who would love to play this game on a LAN, hotseat or through a direct IP connection (with a friend).

I can understand the decision not to spend resources on an on-line match-up server but I think LAN/hotseat is a different issue.

Put me down for the multiplayer expansion. How many people would have to be willingly to buy it and at what price before Stardock would make it?
Reply #127 Top
since it's so time-consuming for the most part, but this could be corrected by allowing the player to design his ships beforehand

Well, there may be a minor problem: how will you tailor your design to the specificity of the game your are laying. Being able to design ship while waiting for opponent to play may do the trick.
Reply #128 Top
This is a good game for three or four days, but thats it. Lifespan is very very short without multiplayer game.

Well, some people may disagree when considering GC1 (relased in feb 2003) and how long they have played to it.

BTW, hs some people have said, not everybody can find the time to play long gaming session, especially those who have jobs, family. Real Life can really be annoying for gamers

And why are you telling that this is a good game for 3 or 4 days?
Reply #129 Top
If you know what you are doing then time wise you spend 5-15 min a day.

You just plan it in like doing any other house chore
Reply #130 Top
travathian
Its great that you have a bunch of friends to play with who probably wouldn't do this, but 99% of us can't wrangle up 3 or 4 other friends to sit down for 2-4 hours to play a game on a regular basis. That means we'd have to deal with random people off the internet. Regardless of whether its a RTS/TBS/MMORPG you still have to deal with a lot people who will just say screw it and leave when anything goes wrong.

I've owned just about every major RTS/TBS out since Civ I and Comand & Conquer, of those, I have played maybe 2 or 3 of those online, and of those 2-3 titles, less than 10% of the games were multiplayer online just cause of the above reasons. Nevermind the fact that as soon as you implement MP, cheating becomes another source of frustration for the developes because all of the people playing MP will whine incessantly about the cheating


Yes internet gaming will have about 70% of people which drop out during multiplayer gaming. This happens the same percentage for singleplayer where a gamer starts losing and will do the cowardly act of quitting and starting a new game. The way to help prevent this issue is creating an unofficial Hall of Glory / Shame list on fan websites... those in the Hall of Glory will be known as reliable and will seek each other out for gaming sessions. Lots of people don't have the character to go thru the steps of losing a game. And yes cheating also appears as an issue for internet. Anyone who plays online with an unknown individual plays at their own risk... the same as going hiking into the mountains with an unknown individual.
However you are wrong that 99% of gamers can't find others for multiplayer LAN / Hotseat games. Just because you have this issue doesn't mean the majority of the world has this issue. MOST people have one or two from either friends and/or family which are eager to do multiplayer games. And the sweet part about TBS multiplayer is that even if you only have 45mins players can always continue the game later that week or later that month.
This game needs at least HOTSEAT and LAN.
Reply #131 Top
From reading this thread (well, all posts before this), I counted quite a few votes for some MP abilities. Most of them don't want anything that actually requires work. What they want even is pretty easy to do. You yourself named Firaxis and Paradox, developers whose games I personally play with friends 90% of the time rather than alone.
Yes, sure, when I was much younger, I used to play Civilization for ages, later Civ2. But I also spent nearly the same time playing MoO 2 in hotseat mode with my best friend. We alternated between that and HOMM 2, also in hotseat mode. At his house, we even spent a lot of hours playing Ascendancy on their computer - a game which has no MP mode at all, but which none the less is an example of 4X greatness.
Spaceward Ho! is another of those absolute 4X classics that I sadly never got to play MP. But it has MP. It's even focused on its MP sides, yet I spent countless hours enjoying that by myself. Who says that MP-centred games can't be fun alone?
Lately, I very often play "slow" games either with friends locally or online with my girlfriend. Europa Universalis 2, Hearts of Iron 2 and Crusader Kings by Paradox. Football Manager 2006 by SI. Occasionally even Civ 4. The last two of those are turn-based, the Paradox games, despite being real-time strategy, still take years. I actually managed to enjoy playing a long game of MoO 3, simply because I was playing it with a good friend.
Alpha Centauri I have not played for years because I at that time didn't have anybody to play it MP with, Imperialism II I played for months until also getting bored of the single player mode there. For me, SP modes in most current games equal boredom. The only RPGs that kept my attention for a long period were Knights of the Old Republic, because the story there just pulls you in and makes you stay (one of the few games that made me laugh out loud because of a genuinely funny scene, apart from the obvious adventure gems like Day of the Tentacle or Sam & Max) and the years-old SNES game Chrono Trigger.
To my dismay, though, a lot of the games I used to love don't work too well on current computers. MoO II, at least unpatched, just is a crashfest (those are the times in life where you want to own a Mac, well, two - the Macintosh version is rock-solid), while HOMM2 also doesn't seem to appreciate WinXP.
I even played Industry Giant 2 multiplayer for days. It doesn't have too much action, but still, in MP it's fun for me.
What really made me sad though is that the Network Edition of Sim City 2000, one of the games that people just don't know, is completely unable to even start on XP. Guess why I didn't touch any Sim City games after 2000. They did not have MP.
For Imperium Galactica II, they even actually bothered to get rid of the MP feature. The first part was the only game I played that actually combined good tactical space and ground combat in a 4X game (of course, you couldn't do the whole MoO2 unit designing, but there are trade-offs to everything). Another game I thus did not pursue.

What I also really hate is game developers who for no real reason force players into a dumbed down MP mode. If there is a campaign, why not let people play cooperatively? Ground Control II did that well. Why not even let people play the same faction in GalCiv2? Since anything you do basically "sends messages" as I understand it, it should not be too hard to do, no? If the campaign is any good, it can only get better by letting multiple people deal with it.
A few examples:
Rome: Total War I dislike because the average-at-best grand campaign mode (a very bad stab at what Paradox games achieve) could not even be played with another player. Just doing the real-time battles there gets really, really boring once you played with all factions everywhere.
When Halo was ported to the PC (a joke in itself for a game that started out as a computer game and became a console one in mid-development), the controls not only set a new benchmark for the worst ones ever seen in a FPS, but the folks at Gearbox even dropped the cooperative campaign, which would have been the only thing to interest me in that game.
And why would you actually have to disable any events in MP, unless those are ones that many people want disabled anyway for more balanced SP play? Ones that randomly turn one side into an unbeatable powerhouse might somewhat ruin the fun for the others, but you already could turn off the Antarans in MoO. I say keep the fluff. Multiplayer fluffing mostly just exponentially increases the fun - sure, there's some appeal to playing The Sims. But family/dynasty management á la Crusader Kings, with a group of friends, is just infinitely better.



Basically, I just don't see where the huge problems with Hotseat & direct IP/LAN & PBEM multiplayer would be.
Sure, a perfect MP mode for GalCiv2 would need to address all those issues people can then nag about, like waiting for others' turns, but I think you would make a huge lot of people (more) interested in your game if it had any form of MP. Even if that means paying extra. I'd gladly buy two copies just for LAN play, I'm used to that. I don't really need simultaneous turns (especially if they don't fit to the type of game), I don't want too "streamlined" gameplay. Sony are already dumbing down SWG in an appalling manner.

Regarding polls having been done here, what do they say? That, in a forum where people who play a specific singleplayer game lurk, you possibly won't find a majority that favours multiplayer modes. Isn't that freaking obvious before? For many people, once they find out that a game lacks MP modes, it becomes completely uninteresting. Those you don't reach out to by doing a poll here and seeing the result as an absolute truth.

Seeing how you are almost family-oriented game designers (you actually do customer support, you don't force thirty so-called copy-protection system onto customers that cause more trouble than anything else), what especially puzzles me is whether the 20+ couple who want to play Hotseat/LAN games together, the 40-years-old businessman who would love to play PBEM games (which might just as well take years) with his old university buddies (whom he used to play MoO with years ago) and the young father whose son is fascinated with 4X games aren't your exact core audience. Aren't those the exact people who buy your games because they appreciate your policy of honesty? Shouldn't those be the kinds of people to cater to?


All in all, I guess I'm pretty much undecided on whether to purchase Galactic Civs 2. I'm all for the absence of odd mechanisms that make customers unable to play and I really appreciate regular updates, but I don't see how any kind of spiritual successor to Master of Orion 2 could lack multiplayer. As somebody from the mobile phone industry once said, and I think you can apply the general concept to many areas of life: For a new product to be successful, it has to be better than the old one in at least two aspects without introducing new flaws. In that case, those were phones which were much smaller than previous generations and had features like browsing, cameras and polyphonic ringtones without removing the ability to talk to others - which is most of a phone's original purpose, just like I see games as something to play with others. Pong you could already play with a friend, no?
Reply #132 Top
Luckz... that's exactly why I'm waiting for multiplayer before purchasing the game.

Any singleplayer game has its replay value multiplied at least by 4_times when the multiplayer option is added.... the rare exception is for those individuals which do only singleplayer. I really do hope the singplayer individuals which do singleplayer only find other gamers for multiplayer gaming... even playing just cooperative multiplayer gaming is so much more enjoyable than singleplayer games!
Reply #133 Top
I'm content with Single player for the time being. Eventually a multiplayer version would be nice but in order of precidence I'd rather see a Mac OS X version. I keep my Windows PC around for games like GC II and it would nice to be able to get rid of it entirely. Railroad Tycoon 3 has been my road game for the longest time and I would love to be able to travel with GC II; It would really kill those 15 hour flights.

Reply #134 Top
Any singleplayer game has its replay value multiplied at least by 4_times when the multiplayer option is added.... the rare exception is for those individuals which do only singleplayer.


I don't think the "exception" is as rare as you think. Sure, you like multiplayer, and most of the people you game with like multiplayer, but that's what's referred to as a self selecting sample. Of the people that I know that play computer games, most don't play multiplayer except for MMOs. Of course, this is probably also a self-selecting sample, because if I were playing multiplayer, I'd have people I was playing multiplayer with.
Reply #135 Top
[I don't think the "exception" is as rare as you think. Sure, you like multiplayer, and most of the people you game with like multiplayer, but that's what's referred to as a self selecting sample. Of the people that I know that play computer games, most don't play multiplayer except for MMOs. Of course, this is probably also a self-selecting sample, because if I were playing multiplayer, I'd have people I was playing multiplayer with.


I guess a large part of the argument is the option of multiplayer gaming. When I first played MoO, I played it by myself. Same with Civ. But the fun I had playing MoO 2 with others is what made me buy MoO 3 on reputation alone. I only have all Civ3 expansions because of the multiplayer mode. I only have Civ4 because of the multiplayer mode. I would never have bought the Frozen Throne expansion to Warcraft 3 if not for the multiplayer options. I don't see a point in buying a game that I can not play multiplayer if there are no good reasons to have no MP, for an example that it does not make too much sense in the genre or has never been done. A nobody expects multiplayer in a point and click adventure, but in a 4X game it's just something you gotta have.
If just a few of the people who bought GalCiv 2 for single player gaming eventually decide to try the MP just because it is there, and a couple of those then really love it and literally spend years playing it - doesn't that basically gurantee that those happy customers will gladly buy anything else by Stardock? Yet they consider themselves people who just bought the game because of the SP aspects. It's very, very easy to convert SP players to MP gaming if they just have good experiences with that (or so I claim to have witnessed on numerous occasions), and what could be a better environment to make those experiences than with your friends and/or family?
Reply #136 Top
You really must not have played very many multiplayer games online have you? Picture this:

Player A has discovered a Precursor Ranger!
Player B has disconnected
Player C has disconnected
Player D has disconnected


So that's it? In the case of supposed fairness, they'd need to be removed? You'd think people familiar with the dynamics of the game would be the ones interested in playing multiplayer.
Reply #137 Top
One more thing.

If you dont want to play any MP stuff just dont clidk on it.

Which I have found easier then taking a SP game and do a PBEM with it.

On the dumbing down for Lan, IP, PBEM, etc. WHY?

most of the people you game with like multiplayer, but that's what's referred to as a self selecting sample

It could be looked at for SP also.
Reply #138 Top
There are successful multiplayer turn based games but they tend to have very small followings. My brother was a member of a very small minority of players who enjoyed Europa Unversalis (1 & 2) multiplayer. They played games as long as 12 hours but it was a very small pool of players who would dedicate that amount of time and patience to a game.
As travathian demonstrates there are far too many players who would terminate a "good" game when it started to go against them for multiplayer to be a must-have-on-release feature.

Turn based multiplayer is for groups of dedicated players only. It should be added but not before things like a Mac OS X version, an expansion featuring more ship decorations, a new campaign, even tactical combat (and along with it a more varied weapon/defence tech tree.
Reply #139 Top
DeadJohnny
There are successful multiplayer turn based games but they tend to have very small followings.


The number of topics and posts for CIV_4 forums clearly show this is wrong. I guarantee when multiplayer is released via download or expansion this game will obtain a larger community.... which means more people talking about the game via word of mouth which means more sales.
Reply #140 Top
I enjoy multiplayer in my games. I have my 2 brothers or wife who play LAN games together. When I found out about this game not having multiplayer, I was disappointed. I enjoy single player games as well and will play a game both ways but if a game does not have multiplayer I lose interest much faster. Nothing beats playing against other people. I am glad they made a good game and I understand budgets can affect features but I don't plan on buying this game until (and if) a multiplayer feature is added. The problem is that if I purchased it now and played it until I grew tired, and then multiplayer comes out a year later (in an expansion), I wouldn't be as interested, that's why I wish it existed now.

Reading some of these posts makes me feel like some people who don't play multiplayer games think no one should have the option. All in all even a LAN and PBEM option could only extend the life of the game and add a larger customer base no? Personally, I think leaving out these options will hurt their sales. I can even see the reviews in the gaming magazines praising the game but dogging it for the no multiplayer options.
Reply #141 Top
My stance on MP is if/when you do decide to create one, be sure it's PBEM first and foremost. PBEM is a growing and very popular form of MP now since the kiddies of AOE and other online games have practically ruined TSP/IP type of online multiplaying. I don't LAN, so, I have no need for that feature either. Though "hotseat" would be nice so my wife and son could play with me on ONE computer. (not all of us can afford a computer in every room). PBEM has no time restrictions like online games do. Many people are too impatient and want to impose time limits on turns and well when I'm playing a strategy game I want all the time I want to think about my turn. Not be rushed by some 2 minute or 3 minute intervals.

Put PBEM in it and I will gladly fork over another $10-$20 it's that important for my MP entertainment. But, if all you do is TSP/IP or LAN well you can forget my $10-$20.
Reply #142 Top
I guess there was no official mention of even the possibility of multiplayer later, not this early on, but I wonder if there is even the chance of it? That would determine if I waited or bought the game now.
Reply #143 Top
I love GC2. It is the best strat game I have ever played and I am thrilled you guys did not waste any time on multiplayer. MP is great for MMOGs and FPSs and that is all. Have never played anything else online and do not plan to.

Thanks for giving customers what they really want and not just following the marketing trends.
Reply #144 Top

Dear Frogboy, I think this debacle requires some of your insider info, so we can all be at peace about this. Could you please inform the community if there are any concrete plans to add multiplayer capabilities to GalCivII? And guys come on! Let's be realistic and admit the fact that the ones that want to play GalCivII in a singleplayer way already have that. So the ones (me included) who want to have multiplayer options incorporated in the game, have a right to ask for them, and in no way our wishes affect the singleplayer gamers, so please be reasonable and unselfish. Thank you all guys.    

Reply #145 Top
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.

This might be largely true for RTS or realtime games, but I think it is NOT true of TBS. I used to play Stars! a lot with my brother, and we always take our own sweet time to take each turn, in order to plan our moves and basically to enjoy the game Is that not the basis of playing TBS?, to have all the time to enjoy the game slowly, not rush through things and seek the quick thrill. Am pretty sure other reasonable players would also respect one another and let one and all savour each exquisite battle scene, or simply to plan their devious invasions/attacks, and not rush everybody into playing a quick game. (anyone who wants an adrenaline pumping game would go for FPS instead!)
Hence, that is no reason multiplayer TBS should cut down on any "fluff" at all! So, put in at least hotseat/email play quickly!!!

Player A has discovered a Precursor Ranger!
Player B has disconnected.

Perhaps to ameliorate this, such random event can be changed to "Scanners have detected a derelict Precursor ship drifting through space" (in a random loaction drifting in a random heading), so all players can try sending their ships out to intercept and capture it to improve their research. Then people will then to stay around for the next goodies to come by. Maybe some derelict ships can still have active defence that detects & destroys approaching armed ships, or whatever some other criteria just to keep people guessing for fun
Reply #146 Top
I will definitely buy a miltiplayer expansion when/if it comes out.

I have burned a lot of time playing single-player games but nothing can be compared to multiplayer. They are the most memorable.

One of the reasons some games don't get played in multiplayer is poor execution of the multiplayer feature. E.g. crashes, no simultaneous turns etc.
Reply #147 Top
[Player A has discovered a Precursor Ranger!
Player B has disconnected.

Perhaps to ameliorate this, such random event can be changed to "Scanners have detected a derelict Precursor ship drifting through space" (in a random loaction drifting in a random heading), so all players can try sending their ships out to intercept and capture it to improve their research. Then people will then to stay around for the next goodies to come by. Maybe some derelict ships can still have active defence that detects & destroys approaching armed ships, or whatever some other criteria just to keep people guessing for fun ]

See, that's the great thing about a "single" player only game, you don't have to worry about stuff like that and if you don't like that that AI got the advantage you can quit and start over and nothing lost. That's also the great thing about "single" player it doesn't have to be "balanced". Master of Magic is a prime example of a game not balanced for "multiplayer" and it's one of the best "single player" games of all time. I love imbalanced in a race, I can take a lesser race and have a different challenge. Age of Wonders on the other hand just ruined their single player game for the "balance" of the multiplayer game. AOW AI is so pitiful even MOM puts it to shame. It's a horrible single player experience, but, I guess if you like MP that would be the fantasy game for you. But, personally I buy games for the "single player" experience. MP is just wasted resources for me unless it's strictly PBEM or HOTSeAT. Anything else is wasted money on my part.
Reply #148 Top
And if you dont live by water you dont have to worry about flods.

People are people. A big thing to playing a person is that it is a person not an AI.

What am I going to do some day; say:

AI John, meet AI Mike and AI Jill. They just got digitally merged yesterday.
Reply #149 Top
Actually I look forward to the day when people say the reason they want human multiplayer is because they are tired of getting BEAT by the computer AI! That days a comin, maybe not in my lifetime, but, I will predict that for the future.
Reply #150 Top
I totally agree with the absence of multiplayer. I have a demanding full time job, a marriage, a golf handicap to work on and a million other things to do in my life, as well playing strategy games. As a result of that I put in about 6-10 hrs of game time a week, spread across the whole week in sessions of 30mins-2 hrs. To have try to arrange time with other players around my schedule and theirs is utterly impossible. So its single player all the way for me.

I suspect there is a significant market of older gamers (I'm 31) who have been playing for years (I first played a ZX spectrum game in 1984...) who want demanding, thoughtful, intelligent single player games to play and have the disposable income to spend on them but get drowned out by a vocal group of younger players with more free time (but less cash) to spend in chat rooms, read gaming magazines and respond to market research.

I played Civ1-3 and loved them all. Civ4. Um no, looks nice and and it has its good moments but as it clearly has been built for multi-player it has rapidly become dull and repetitive for a single player.

There is little point in playing MMORG's or similar. I simply cannot put in the game time to justify the monthly fee and progress at even an average pace.

Hearts of Iron 2 is a great example of an immersive strategy game built for single players - I've been playing it pretty much non-stop for a year now and still love it. It has a MP capacability but that is something I'll never use.

Fortunately in GC2 I have now found another great SP strategy game. Personnally I would have paid twice the price - and I've only had it for 3 days. Keep up the good work and you'll have a happy, loyal customer for years.