» Tue Dec 29, 2009 12:33 pm
haha that screenshot was pretty funny Shiva.
So far I've gotten pretty negative comments.
The critical factor to me here is that RPGS (good ol pen and paper) are based on small group play. There was something cool about a group of friends having a party based adventure. Me and my bro used to split up a party way back when we were playing the D&D gold box games. That type of experience translated pretty well into games like Diablo, System Shock 2 and Baldur's Gate 1 and 2. I played BG2 with my girlfriend and we had fun. Personally, I agree with Dilapsor, most of the kids you run into in multiplayer games are idiots. Halo or WOW type of games just don't cut it for me either. I am talking about the type of experience you'd get with a group of friends (probably 2 at best, and no more than 4) you trust and get along with at a LAN level. Fallout 3 and Oblivion, while awesome, completely miss the point in this respect.
My favorite Fallout game was probably 2. You could have a varied party and truck around in your Corvega with a big trunk. But the AI was dismal and Sulik would usually spray everyone in the way. That was funny at first but after a while it was pretty annoying. It would have rocked if another person could take control of characters and their stats. Eventually the Infinity engine was progressed to where BG and IWD had good co-op. Bethesda does not have a track record of making co-op or even plain multiplayer games, but Obsidian does. I honestly doubt Obsidian will have enough time to implement it, but with clever writing and coding it could be done. And if they have any type of respect for the player base they will take their time doing whatever it is they are doing. It is pretty early to say at this stage, and I don't think anything has been set in stone about the engine, and I don't see a reason why Obsidian should be forced to use Bethesda's buggy engine. The Unreal engine 3 would probably be ideal. Mass effect, another RPG I like, was based on U3 but lacked co-op, but I bet the code was pretty much already there, it just needed to be taken further.
Anyhow, thanks for the replies. :nuke: