Co-op multiplayer in Skyrim

Post » Tue Feb 23, 2010 1:07 pm

If you ever played Diablo Multiplayer, you know that multiplayer gaming done right is possible in a non first person shooter. If you ever played multiplayer Baldur's Gate (1, 2, IWD), then you've seen why coop/multiplayer fails (or is at least inelegant) in any kind of complex RPG.

This is a very, very huge logical leap. You're basically saying "co-op/multiplayer fails in any kind of complex RPG because it fails in three RPGs that are almost identical in terms of gameplay and that all run on the same engine and use almost the exact same interface." Basically, you're trying to make the claim that because what is more or less a trio of variations on a single game that had multiplayer included as an afterthought didn't do it well, it's impossible for any complex RPG to do it well in general. That... makes no sense. It'd be a bit like me saying that no game can do RPGs in general well because Lionheart didn't do them well.
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His Bella
 
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Post » Tue Feb 23, 2010 2:55 pm

RDR have both single and multiplayer and no one complaints about it, wich shows that i does work in a sandbox game.
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asako
 
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Post » Tue Feb 23, 2010 8:05 am

It would take valuable time away from developing other, single player aspects of the game. Multiplayer cannot just be thrown in on a whim, it takes time and resources.

They could use one of Zenimax's other studios to develop it, or else outsource a multiplayer component to someone else entirely. It's not exactly uncommon (it's how Ubisoft generally handles it when they want to add multiplayer to a single-player-focused experience).

Plus it just doesn't fit with the way Elder Scrolls games are set up, if that makes any sense.

You need to explain this better. It's very easy to arbitrarily say that any potential feature "doesn't fit" if you don't want it included, but that doesn't say anything useful about why it wouldn't work when the entire topic of discussion is more or less a matter of whether or not it fits.

If Rockstar can do it then im pretty sure that Bethesda could accomplish it

I really don't think that's true. Rockstar's capable of a lot of things nobody else in the industry is.
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no_excuse
 
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Post » Tue Feb 23, 2010 12:56 pm

This is a very, very huge logical leap.
I do that :celebration:

You're basically saying "co-op/multiplayer fails in any kind of complex RPG because it fails in three RPGs that are almost identical in terms of gameplay and that all run on the same engine and use almost the exact same interface."
I picked them because they were close, and because they illustrated the point; I could have used Sacred and NWN :shrug:

Basically, you're trying to make the claim that because what is more or less a trio of variations on a single game that had multiplayer included as an afterthought didn't do it well, it's impossible for any complex RPG to do it well in general. That... makes no sense. It'd be a bit like me saying that no game can do RPGs in general well because Lionheart didn't do them well.
Am I? News to me Rabish12.

What I said was, "If you ever played multiplayer Baldur's Gate (1, 2, IWD), then you've seen why coop/multiplayer fails (or is at least inelegant) in any kind of complex RPG". Now that points to one example (a good one too). Have you seen any complex RPGs with better than inelegant multiplayer?

***EDIT:
The real question is TES... and the effects of injecting it with multiplayer support.
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Euan
 
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Post » Tue Feb 23, 2010 8:09 am

Multiplayer cannot just be thrown in on a whim, it takes time and resources.


Well spent, I would say. Though I'm speaking as a PC player, and since my content is basically unlimited, I could see why it would be selfish of me to say so. It's a hell of a lot easier to mod in additonal content (weapons, NPCs, armor, buildings, quests, etc) than to create a multiplayer option. If the studio could just do that part....

Well, they'd better make Skyrim even more moddable then Morrowind or Oblivion ever was. There was a multi-player mod for Oblivion... But due to limitations on the engine it really, really svcked. For one thing, we couldn't interact with each other. Or even see each other move. Other player was usually just standing still, occasionally teleporting randomly around.
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Michael Korkia
 
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Post » Tue Feb 23, 2010 1:59 pm

I picked them because they were close, and because they illustrated the point; I could have used Sacred and NWN :shrug:

Actually, you couldn't have used NWN. The issues that had with single player apply to the multiplayer as well (basically, that the main campaign is horrendously bad). The game itself plays fine in single player (something that becomes obvious in the expansions, some of the DLC, and a gigantic number of the modules made for it), and the multiplayer was and still is considered among the best in any game.

Am I? News to me Rabish12.

What I said was, "If you ever played multiplayer Baldur's Gate (1, 2, IWD), then you've seen why coop/multiplayer fails (or is at least inelegant) in any kind of complex RPG". Now that point to one example (a good one too). Have you seen any complex RPG with better than inelegant multiplayer?

Saying that those games having poor multiplayer makes it apparent that multiplayer is poor in any RPG is basically making the statement that... well, that those games are enough to prove impossibility for any case. They aren't.

As for complex RPGs with better than inelegant multiplayer... again, Neverwinter Nights. You can argue that the multiplayer wasn't well done, but you'd be arguing against the vast majority on that one, and without a lot of basis that I can think of.

EDIT:
The real question is TES... and the effects of injecting it with multiplayer support.

And I've already addressed that. It doesn't necessarily have any effect, depending on how it's done, and there are several open world games that I'd argue are more focused on a complex single-player experience than Bethesda's titles but that have excellent multiplayer components (just about all of them Rockstar titles, but... well, the fact that they're the only ones to do it so far doesn't mean they're the only ones who can).
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Elizabeth Davis
 
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Post » Tue Feb 23, 2010 9:08 am

My reasoning is that I'd rather have the Devs working on building cities or adding quests than fussing over Co-op. Remember Fort Sutch? Well, go check the UESP or Imperial Library, and look at maps of Cyrodiil. Sutch was supposed to be a city - at least the size of Chorral. The cities are oddly small and empty in Oblivion, and the Imperial City just...felt like Balmora with a whitestone thing going on. Things like that get cut when they run out of time, and I would fear that co-op would eat development time.
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Yvonne
 
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Post » Tue Feb 23, 2010 1:53 pm

Actually, you couldn't have used NWN. The issues that had with single player apply to the multiplayer as well (basically, that the main campaign is horrendously bad). The game itself plays fine in single player (something that becomes obvious in the expansions, some of the DLC, and a gigantic number of the modules made for it), and the multiplayer was and still is considered among the best in any game.
I was always under the opinion that the sale was really the framework of a digital D&D engine... The campaign was "proof of concept" (at least that's how I looked at it. :shrug:).

Saying that those games having poor multiplayer makes it apparent that multiplayer is poor in any RPG is basically making the statement that... well, that those games are enough to prove impossibility for any case. They aren't.

As for complex RPGs with better than inelegant multiplayer... again, Neverwinter Nights. You can argue that the multiplayer wasn't well done, but you'd be arguing against the vast majority on that one, and without a lot of basis that I can think of.
Diablo is classed as an RPG, but its a hack-n-slash affair that does not even need to track merchant inventory across clients. The game has no plot changing dialog that one player could trigger; TES is different no? NWN (iirc) lets you walk away from conversations... I've never played it long enough (co-op) to see its handling of multiplayer dialog ~but it was not the original example; and was designed for multiplayer from the start ~it's previous incarnation was the first pay-to-play internet RPG.

EDIT:
And I've already addressed that. It doesn't necessarily have any effect, depending on how it's done, and there are several open world games that I'd argue are more focused on a complex single-player experience than Bethesda's titles but that have excellent multiplayer components (just about all of them Rockstar titles, but... well, the fact that they're the only ones to do it so far doesn't mean they're the only ones who can).
The executable would be bigger.
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Stephanie Kemp
 
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Post » Tue Feb 23, 2010 6:54 am

“If you don't like it; don't use it.”

But you see there's a problem with that argument, and that is that it makes no [censored] sense. First off, it's like telling a fat kid to choose between carrot sticks or chocolate cake. What I mean by this is that in Oblivion we have three choices: Walk the boring landscape of medieval Britain – I mean Cyrodiil, over and over, ride it over and over on a horse which is usually a lot slower than me and has clunky controls, or use fast travel.

All of those options svck; especially when the game is built assuming that you'd use fast fast travel with people in say, Chorrol, telling you do go complete a quest in, say, Leyawiin. That makes it pretty [censored] for those of us who choose to walk.

Just because you don't like an option doesn't mean it's not an option.

In school I had an option to take College algebra or statistics. Guess what? I didn't like either option and I still had to take one.
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Chantel Hopkin
 
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Post » Tue Feb 23, 2010 8:29 am

Just because you don't like an option doesn't mean it's not an option.

In school I had an option to take College algebra or statistics. Guess what? I didn't like either option and I still had to take one.

I never once said that they weren't options. I only said that the argument of "Don't like it, don't use it" is a crappy argument because all of the available options are crappy.
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Donatus Uwasomba
 
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Post » Tue Feb 23, 2010 1:54 pm

They could use one of Zenimax's other studios to develop it, or else outsource a multiplayer component to someone else entirely. It's not exactly uncommon (it's how Ubisoft generally handles it when they want to add multiplayer to a single-player-focused experience).


True. If they did this, and stayed out of it's creation themselves for the most part, I couldn't see any problem with it. Of course there is the chance that it doesn't fit with the rest of the game, seeing as how it's developed by a different studio with different views on what they want.

You need to explain this better. It's very easy to arbitrarily say that any potential feature "doesn't fit" if you don't want it included, but that doesn't say anything useful about why it wouldn't work when the entire topic of discussion is more or less a matter of whether or not it fits.


There's really no way for me to justify this one right now until we see the engine and find out how the game is going to run. However, going off the way Oblivion was made, the fact that it pauses with basically everything you do (talking, inventory management, etc.) is my main reason. Obviously there are other limitations that could come into play as well. (What happens when someone tries to enter a different cell?)

Hmmm, well all of these points of veiw are pretty interesting but I have to say that something co-op would be an interesting addition. For example take grand theft auto 3 it was single player just like every other gta game. then gta 4 came out and it was just as amazing but they added a multiplayer element to it. And if i recall the multiplayer was awesome and it didnt take anything away from the single player at all. If Rockstar can do it then im pretty sure that Bethesda could accomplish it


You really have no way of knowing what it did and didn't take away. Yeah it was a good single player game, but imagine how much better it would be if they'd spent all their time and resources on single player. We'll never really know how much of an impact it actually had, but the point is it had to have some kind of impact.

RDR have both single and multiplayer and no one complaints about it, wich shows that i does work in a sandbox game.


TES games are much more than sandbox/open-world games.
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matt oneil
 
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Post » Tue Feb 23, 2010 10:11 am

You need to explain this better. It's very easy to arbitrarily say that any potential feature "doesn't fit" if you don't want it included, but that doesn't say anything useful about why it wouldn't work when the entire topic of discussion is more or less a matter of whether or not it fits.
Why would it fit?

***What I mean is... They've been crafting this series since 1994, and have never seen fit to add any form of multiplayer.
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TRIsha FEnnesse
 
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Post » Tue Feb 23, 2010 9:17 am

I'll just quote myself from another thread.

An arena would be too imbalanced IMO. It's too easy for someone to cast a paralyze spell and just start wailing on you. TES wasn't meant for that kind of multiplayer, and it would take a drastic change in game style/mechanics to cater to the multiplayer. Then there'd be the whole "Host Advantage" stuff, and if not that, then there would have to be servers, which in term means they'd have to deal with upkeep. Maintaining a multiplayer is much different than maintaining a single player game.

TES was just plain not built to implement multiplayer. The "local muliplayer/co-op" that some are talking about right now seems plausible, but probably not easily implemented. There would have to be serious drawbacks on other parts of the game to account for multiplayer/co-op. We have to remember that this game is being developed for 3 different platforms, each with different specs than others, and they may or may not be drastically different than others. The game has to be optimized for each system, and the PC section has a LARGE spectrum of different specs. Not to mention that the 360 and PS3 are no longer "new" as many PC's can surpass their specs quite easily. Hell, my laptop runs all the multi-platform games better than my 360 or my dad's PS3.

Now optimizing these games for these systems mean they often have to take something out so the system can run the game efficiently. Some things I can think of are the Distance that various areas of the game are displayed (some systems can't take much, and what general gamer would want to play a game where they experience a lot of pop-ins and limited view?), or changing the UI to account for different control schemes (I've heard many people complain that the Oblivion UI was built for consoles and wasn't very intuitive for PC gamers.)

The distance problem could be fixed by sectioning off the game, so not there's not a large environment or consistent loading that needs to be done, with loading being done between sections (as seen in Fable). But TES has grown a reputation of having a vast open landscape, with no real loading screens as you wander the wilderness, just a whole bunch of passive loading in the background. I doubt they'll be changing that bit anytime soon.

Each system plays the game differently, but the game designers have to work to provide the same gameplay in each.


So what does it take to create Skyrim and adding in multiplayer at various stages of it's development?


  • First Stage: Planning and brainstorming begins.

    They'd have to plan out some of the main features they want. They want an invetory system, stats, skill equipment, character customization, large open landscapes, NPC's, monsters, Dialogue, combat, etc, etc.

    (Adding the idea of multiplayer in now is the best time to do it. Here, you can decide the basic concepts of how the mutliplayer would be displayed, depending if it's local or through online. If it's local, how should the screen be divided up for the best experience. How should stats be tracked for both/all players? Should the players be confined to the same area, or are they allowed to free roam throughout the entire landscape? If it's confined, how big of an area must they be confined in? Can different players be in different cells at the same time [such as one outside and one inside]? Stuff like this has to be considered early on, so as to give the Engine developers and idea of what to expect.)


  • Second Stage: Engine building begins.

    With this in mind, they can now tell the programmers what they expect the engine to handle/be capable of. (Since this is an engine built from within the company and not outsourced/already built, the programmers are able to get notice of what their engine is expected to do and build around those expectations.) They can begin on building the engine to incorporate all the planned features.

    While this is happening, the other teams start to build their concept art and work on the content that will make up the game. (During the engine making stage, there is more need for programmers and less need for anything else really, which means the others can branch off onto different games. Since Skyrim has been in development since Oblivion, it's safe to assume that much of the manpower went to Fallout 3.)

    (Adding the idea of multiplayer during this process is still possible, though more demanding than if it had been planned early on. Not all the coding has been finalized yet, so implementing it now would be easier.)


  • Third Stage: Content Creation Begins.

    Years and months have passed and the basic engine is done. Extra features can still be added, but drastic ones would take up time and resources as code has to be rewritten to account for it. This is generally not a problem as much of the general gameplay had been planned for in the First Stage, and can easily be accounted for.

    Work on the Construction Set is being done, and Fallout 3 is finished. Manpower drifts back into Skyrim, and more content is planned. A lot of concept work in this Stage. Some work done on ingame visuals. (Textures and Meshes and stuff like that.)

    (Adding in multiplayer at this stage would require rewrites and tweaks. The engine wasn't built to handle multiple player characters roaming around, and all the decisions made on multiplayer gameplay have to be made now instead of in the First Stage, which means more time and resources consumed. Release date possibly delayed by months.)


  • Fourth Stage: Content Implementation Begins.

    All aspects of the engine are generally finalized. Small addons and tweaks are still possible with minimal damage being done. Some Programmers are deviated towards bug testing.

    The Construction Set is finished. Content is now being created within the game. Play-testing is now possible. Soundtracks are worked on, search for Voice Actors begin, extensive work on in-game visuals. Pretty much the world is being created now.

    (Adding in multiplayer at this stage would require MAJOR rewrites and tweaks. Too much is unaccountable at this stage, and the game will definitely miss it's intended release date. Time spent on bug testing is spent on reworking the engine for multiplayer. A lot of resources and manpower must be diverted, and other areas will begin to suffer, maybe not greatly, but it will probably be noticeable. Release date WILL BE delayed for some months.)

    (Additionally, during this stage in development more decisions have to be made as gameplay can actually be witnessed. If one PC activates a conversation with an NPC, do we force the other PC to stop in their tracks? If they are allowed to continue roaming, are they allowed to activate conversation with another npc at the same time? What happens if both PC's try to activate the same NPC? Is friendly fire a feature? If so, is it optional? Stuff like this has to be considered as well, particularly at this stage as gameplay can now be seen, and these are small coding tweaks.)


  • Fifth Stage: Polishing and Bug Testing.

    Engine is completely finalized, small tweaks to balance gameplay are done at this time. More Programmers are moved towards bug testing.

    Visual Content is generally finished. Soundtracks are generally finalized. Voice Acting has been underway or it now begins.

    Game Marketing begins, Release date possibly announced.

    (Adding multiplayer at this stage is crazy. It might work if you're lucky, but it will most likely be poorly implemented and other areas will suffer if they are to meet their deadline. If not, it just means more resources have to be diverted, and a delayed release by a year at most.)


  • Final Stage: Home-Stretch

    If not already announced, the Release Date will be announced at the beginning of this stage.

    All teams work for longer hours and in over-drive to complete and polish all aspects of the game. Poor planning and organization of time will show here as employees are forced to work around the clock to catch up before the release date. Everything is completed, and any new additions are scrapped at this point to meet the deadline. If deemed important enough, the deadline will be delayed to implement these final additions.

    (Adding mutliplayer here is impossible without delaying the release date and eating up much needed resources that have probably already been spent. If we haven't seen it by now, it ain't happening. Period.)



Before you guys judge, this is an EXTREMELY over-simplified process of making a game. Making a game is much more complex than this, and many of the stages can be mixed around, such as bug-testing. That can (and probably is) done throughout the entire process, from beginning of the game to the end. And the Planning can (and usually does) go on past the First Stage. Each studio/company makes games differently, and the process to make a game is different between each game. The process I've listed doesn't even include the work needed to optimize the game on each system. So please understand that this is just a simplified version to help explain my point.

It's not as easy as you think to add a game feature half way through the process, and IT DOES eat up resources that might be better spent elsewhere.

So my actual point is this: If they planned for it from the beginning, then hurray! But if not, I'd rather they spent their time refining the single-player game.



****Side Note****
Sorry for the big block of text guys, I had a lot on my mind. I tried to keep it organized to ease the reading. Surprisingly enough, I actually had a lot more to say, but I felt that this post was getting way to long, so I'll end it here.
But yah, I can't claim to be an expert on Game Design, not in the least. I just started college for crying out loud, but I do understand that a lot of work goes into making a game, and none of it is easy. So sympathize with the game designers, they don't have it as easy as you would think.
And I might be a few posts behind as I started this thing 2 hours ago. Hehe. :tongue:

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A Dardzz
 
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Post » Tue Feb 23, 2010 2:52 pm

TES games are much more than sandbox/open-world games.


Please elaborate.
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Heather Dawson
 
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Post » Tue Feb 23, 2010 5:34 am

I was always under the opinion that the sale was really the framework of a digital D&D engine... The campaign was "proof of concept" (at least that's how I looked at it. :shrug:).

More or less. The intent with NWN seems to have been to provide a sort of "Build Your Own RPG" toolset with a campaign included mostly for show, and the results are... more or less what you'd expect from that sort of thing (which explains why the expansion campaigns and DLC are all so much better). Either way, the actual single player and multiplayer gameplay and systems don't seem to suffer at all from the way it's handled.

Diablo is classed as an RPG, but its a hack-n-slash affair that does not even need to track merchant inventory across clients. The game has no plot changing dialog that one player could trigger; TES is different no? NWN (iirc) lets you walk away from conversations... I've never played it long enough (co-op) to see its handling of multiplayer dialog ~but it was not the original example; and was designed for multiplayer from the start ~it's previous incarnation was the first pay-to-play internet RPG.

Its previous incarnation isn't really related to it in absolutely any way except by name.

As for the rest, NWN doesn't let you walk away from all conversations, and when it does the "walking away" doesn't really impact much of anything - it isn't inelegant because the game doesn't break and is still capable of keeping you in place when it needs you to be. And the fact that it's not the original example is somewhat irrelevant, as is the fact that it was designed for multiplayer from the start - I'm not using the game as an example of providing a solid multiplayer and single player experience being an easy thing to do in a game focused on the single player experience, only as an example of a game that handles both the single player and the multiplayer exceptionally well. Basically, NWN is proof that it's entirely doable, not that it'll inevitably be done with that level of quality.

Red Dead Redemption actually is a better example though, now that it's been brought up here. The single player component has dialogues (and cutscenes) which you most certainly can't leave, as well as a number of minigames and events that wouldn't fit well in the multiplayer. Rockstar's way of handling this was to... strip those things out of the multiplayer. Instead, multiplayer is the game world with all of its random encounters and "quests" stripped away. In their place is content that's more suitable for a multiplayer experience - "gang hideouts" that can be cleared alone or with a group of players in order to gain experience and equipment, hunting grounds where you can handle hunting challenges, and the ability to initiate game modes like capture the flag or deathmatch (or to basically form teams on a whim and start arbitrarily killing each other, if you're too impatient for a proper game). And this is all with the parts of the single player that do function well with multiple people - the well-populated areas, the crime system and wanted levels (though it's tweaked for multiplayer so that it works more like GTA's wanted system than RDR's standard single player one does), and the randomly spawning animals and such out in the wilderness.

Basically, RDR takes its single player game world, strips out everything that wouldn't work in the multiplayer, and then adds in a few things that would. The end result is pretty enjoyable (not AS good as the single player game, but given that RDR is probably the greatest sandbox game ever made with the single player alone that'd be a bit of a high standard to judge it by), and works exceptionally well. There's not really any reason that Bethesda couldn't do something similar, provided they have the time, resources, and inclination. Whether or not it would turn out as well as it did in RDR's still an open question, but... well, you can't know unless you try.

The executable would be bigger.

Not necessarily. Splinter Cell: Chaos Theory's multiplayer (outside of the co-op, at least) doesn't make the executable bigger, because the multiplayer component is just about entirely separate from the single player game. I wouldn't be surprised if the same applies with Assassin's Creed: Brotherhood comes out on PC. Really, any influence that multiplayer could have on the game itself would depend entirely on how it was approached.
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Trey Johnson
 
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Post » Tue Feb 23, 2010 6:22 pm

TL;DR at the end

A lot of people do not want Skyrim to be an MMORPG game, and I am one of those people. However, I think it would be cool to have co-op multiplayer. What I mean is you could invite up to four (or more) friends to play Skyrim with you online. Everything will be the same as in single player, except with more people. I was thinking about it one day while playing Oblivion, and I thought it would be awesome if your friends could join your game and help you through quests, loot stores, search for valuable items, ect. But, the more people you have in your game, the more enemy NPC's there will be in quests, bandit camps, and so on, so that the game doesn't get too easy. The same goes for valuable items, or just items in general. For example, if you are playing with two people, and you both find a really good sword. When you pick it up it will be given to both of you so that it is fair. Or say you and four other people are looting a house. Whatever you steal from the house will also be given to the other player(s), and then they will be able to drop it if they choose. Also, I think regular items should eventually respawn in their original spots (This doesn't mean that it will be taken from your inventory, but simply that another identical item will spawn in its place). For example, you pick up a bottle of wine off of a counter. Another identical bottle will spawn in its place without taking it from your inventory. Well, what do you think? A good idea or a bad one?

P.S.

I saw a thread a while back suggesting matchmaking for the arena. I think that's a pretty good idea! And there should also be a rank system where you can only fight people with the same rank as you so that a brawler isn't going up against a gladiator. And there could also be different types of matches:

1v1
Team 8v8
Players vs. NPCs and so on.

TL;DR:

You have the choice to play co-op with up to four different friends.

hello lich freak here, um thats a really cool idea but it probably wouldnt work so well for questing but a multiplayer vs in the arena now that would be cool get you player all spiffed up and do battle with a friend and really show off your character that would be sweet
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u gone see
 
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Post » Tue Feb 23, 2010 3:14 pm

Why do people like turning single player games into multiplayer ones? To me the elder scrolls games are about you...not you and your friends.
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Anna Watts
 
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Post » Tue Feb 23, 2010 4:31 pm

True. If they did this, and stayed out of it's creation themselves for the most part, I couldn't see any problem with it. Of course there is the chance that it doesn't fit with the rest of the game, seeing as how it's developed by a different studio with different views on what they want.

If it's a separate component (which it very nearly always is in video games, and absolutely always is when the multiplayer is outsourced), that's not really an issue. It doesn't need to fit with the rest of the game because it isn't a part of the rest of the game.

There's really no way for me to justify this one right now until we see the engine and find out how the game is going to run. However, going off the way Oblivion was made, the fact that it pauses with basically everything you do (talking, inventory management, etc.) is my main reason. Obviously there are other limitations that could come into play as well. (What happens when someone tries to enter a different cell?)

Entering a different cell wouldn't really be an issue even if cells are handled the way they were in Oblivion - the fact that someone else who's connected to my game is in another cell doesn't change the fact that my game only really needs to have the cell that I'm in loaded. It's only at the point that I enter their cell that whatever's in that cell becomes relevant.

As for the game pausing for basically everything you do, that's not really a hard thing to handle. Just... don't make it pause in the multiplayer. That wouldn't be an issue for dialogue (since you're rarely actually talked to anywhere with hostiles unless it's specifically the hostile talking to you before attacking you, in which case it's not an issue), and with hotkeys it'd be manageable with the inventory - it just becomes a matter of not opening it up to change your equipment midway through a fight.

You really have no way of knowing what it did and didn't take away. Yeah it was a good single player game, but imagine how much better it would be if they'd spent all their time and resources on single player. We'll never really know how much of an impact it actually had, but the point is it had to have some kind of impact.

You've assumed that it had to have some kind of impact. Particularly in Rockstar's case, that's not necessarily a correct assumption - they probably have more to throw at every game that they make than anyone else in the industry, and as a result they regularly splurge for things that are almost entirely inconsequential. I can just about guarantee that Grand Theft Auto 4 and Red Dead Redemption's single player would have been the same with or without the multiplayer.

That said, that's Rockstar. Rockstar can do that. I don't think anybody else in the industry can. Bethesda might be able to with a multiplayer component, but once again that's a judgement for Bethesda to make, not for us.

TES games are much more than sandbox/open-world games.

Not in a sense that would be meaningful against a comparison to Red Dead Redemption.

Why would it fit?

***What I mean is... They've been crafting this series since 1994, and have never seen fit to add any form of multiplayer.

Except in the two games they did add multiplayer to. ;)

And like I'd said earlier in this thread, "they've never done it before" isn't the same as "they shouldn't do it now".
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DAVId Bryant
 
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Post » Tue Feb 23, 2010 5:31 pm

Its previous incarnation isn't really related to it in absolutely any way except by name.
Had you seen it before?

Rockstar's way of handling this was to... strip those things out of the multiplayer. Instead, multiplayer is the game world with all of its random encounters and "quests" stripped away. In their place is content that's more suitable for a multiplayer experience - "gang hideouts" that can be cleared alone or with a group of players in order to gain experience and equipment, hunting grounds where you can handle hunting challenges, and the ability to initiate game modes like capture the flag or deathmatch (or to basically form teams on a whim and start arbitrarily killing each other, if you're too impatient for a proper game).
18th century dungeon crawl and/or RPG deathmatching? I've seen the series, but have never played it.

This to me, seems inelegant :shrug: (but effective).

Not necessarily. Splinter Cell: Chaos Theory's multiplayer (outside of the co-op, at least) doesn't make the executable bigger, because the multiplayer component is just about entirely separate from the single player game. I wouldn't be surprised if the same applies with Assassin's Creed: Brotherhood comes out on PC. Really, any influence that multiplayer could have on the game itself would depend entirely on how it was approached.
A game's functions for multiplayer, are just part of it... like you mention with RDR ~they stripped down the gameplay to just the timeless encounters. (if I understand you correctly)
I can't shake the feeling that a MP enabled TES would show symptoms of it outside of the multiplayer sessions. :shrug:

***Are you arguing for it on principle or is it something you'd like to see implemented?
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LuCY sCoTT
 
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Post » Tue Feb 23, 2010 5:12 am

Had you seen it before?

Yes. They're entirely different games.

18th century dungeon crawl and/or RPG deathmatching? I've seen the series, but have never played it.

This to me, seems inelegant :shrug: (but effective).

Inelegant in what sense? Pared down compared to the single player game, maybe, but that's fairly standard for multiplayer in most games and "not quite as good as the single player" or "doesn't have the same features as single player" doesn't really equate to inelegant.

A game's functions for multiplayer, are just part of it... like you mention with RDR ~they stripped down the gameplay to just the timeless encounters. (if I understand you correctly)
I can't shake the feeling that a MP enabled TES would show symptoms of it outside of the multiplayer sessions. :shrug:

They stripped it down in some places, they changed and tweaked it in others, and they added a few in some other places. Multiplayer has a leveling system that handles unlocks for weapons, characters, and mounts, for example - when you enter a multiplayer game, your level determines what weapon you start with (though you can easily just go and find a better one, either by lifting it off of an NPC, earning it by completing some sort of challenge, or killing another player and taking it from them). They didn't make changes to the single player experience to make it sit better with the multiplayer experience, they made changes to the multiplayer to change, add, or remove features that wouldn't work with the single player.

And again, I'm not sure why there would have to be any symptoms of the multiplayer within the single player experience. Issues with components of the single player being less polished than they could have been thanks to a shift of resources towards multiplayer development maybe (but again, this isn't really something I think anyone except Bethesda would really be able to say would happen with any sort of certainty), but the multiplayer component of a game actually "leaking" its design elements into the single player experience is pretty exceptionally rare in general outside of games that are built for multiplayer first (and even then, it's more an issue with lower-profile titles than anything).

And as for a game's functions for multiplayer being a part of it in general... again, I have to use Chaos Theory as an example. The multiplayer is similar from a larger design perspective - it's recognizably a Splinter Cell game, and it plays like one - but when it comes to specifics, it's a very different game - controls, movement, abilities, equipment... pretty much everything handles at least slightly differently in the multiplayer. The multiplayer component even has issues with modern graphics hardware that the single player component doesn't, since (IIRC) it's actually based on a different engine. It's literally an entirely separate game. There's a few other examples like that (Crysis is a good one - the multiplayer for that is actually standalone and is just included with the game itself), but that's a bit besides the point.

I'm not trying to make the argument here that Bethesda should add multiplayer, that it would work well, or that they can do it properly. All I'm saying is that it could work well and it could be done properly. Whether or not Bethesda themselves could do it is something that I think only Bethesda has enough information to decide right now.

***Are you arguing for it on principle or is it something you'd like to see implemented?

I don't especially want it, but I don't care either way if it's in or not. I just find nearly every argument against its inclusion to be pretty shaky at best, and whether or not I agree with where they're coming from doesn't change the fact that I won't stand for a poorly-founded argument.

An announcement that they're including a co-op component wouldn't influence my opinion of the game in either direction, because right now I don't think an assumption that it would necessarily harm the rest of the game or necessarily be bad and/or pointless has a solid basis. It might have a negative influence on the rest of the game, or it might be an extremely fun and worthwhile addition. It might do both. Maybe the two would balance out and the game would be no worse off so long as you're willing to play it with other people. Maybe they wouldn't, but the co-op would end up so good that the game would be better overall (again, assuming you're willing to play with other people). Maybe it would be handled so catastrophically poorly that the entire game would end up worse than Two Worlds as a result. My point isn't so much that I think any of these would happen as that I don't know if any of these would happen, and I don't think anyone really has enough insight into Bethesda's resources, employees, willingness to spend on these sorts of things, or general abilities in these areas to make a judgement on whether or not they would happen, let alone talk about these things as though they're almost guaranteed.
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carla
 
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Post » Tue Feb 23, 2010 8:11 am

Inelegant in what sense? Pared down compared to the single player game, maybe, but that's fairly standard for multiplayer in most games and "not quite as good as the single player" or "doesn't have the same features as single player" doesn't really equate to inelegant.
I guess in the transparent sense. Multiplayer in Quake (for instance), has the game play pretty much indistinguishably... aside from the deadlier intelligence of the opponents. (and some navigational map tweaks). An elegant multiplayer Co-Op mode (just imagining here...) would see the players fill
the spaces in a multi-PC conversation with one or more NPC's, and have them react to the input from any player that responds... Essentially expanding beyond the single player experience. Consider the NPC that has three tasks in their quest, and of them one was completed by the guest, the others by the host... and it being allowable for the guest to interrupt and say "I handled that bit; here is the whatchamacallit", and the NPC reacting sensibly to this; Perhaps even sensibly to being told that their whatchamacallit is theirs only for a price. Deliberate seamless integration is what I meant.

They stripped it down in some places, they changed and tweaked it in others, and they added a few in some other places. Multiplayer has a leveling system that handles unlocks for weapons, characters, and mounts, for example - when you enter a multiplayer game, your level determines what weapon you start with (though you can easily just go and find a better one, either by lifting it off of an NPC, earning it by completing some sort of challenge, or killing another player and taking it from them). They didn't make changes to the single player experience to make it sit better with the multiplayer experience, they made changes to the multiplayer to change, add, or remove features that wouldn't work with the single player.
Sounds pretty cool. Is this what you, or anyone would want in TES?

And again, I'm not sure why there would have to be any symptoms of the multiplayer within the single player experience. Issues with components of the single player being less polished than they could have been thanks to a shift of resources towards multiplayer development maybe (but again, this isn't really something I think anyone except Bethesda would really be able to say would happen with any sort of certainty), but the multiplayer component of a game actually "leaking" its design elements into the single player experience is pretty exceptionally rare in general outside of games that are built for multiplayer first (and even then, it's more an issue with lower-profile titles than anything).
How about issues with maps. Deathmatch maps are very different from campaign maps, and TES has an open world. We are talking Co-Op not DM, but still... I'd think map design would be affected; for example, I'd expect a forked path in the hall to each wind up at the same room further along, just on the chance that they split up. Something along these lines if not literally.

And as for a game's functions for multiplayer being a part of it in general... again, I have to use Chaos Theory as an example. The multiplayer is similar from a larger design perspective - it's recognizably a Splinter Cell game, and it plays like one - but when it comes to specifics, it's a very different game - controls, movement, abilities, equipment... pretty much everything handles at least slightly differently in the multiplayer. The multiplayer component even has issues with modern graphics hardware that the single player component doesn't, since (IIRC) it's actually based on a different engine. It's literally an entirely separate game. There's a few other examples like that (Crysis is a good one - the multiplayer for that is actually standalone and is just included with the game itself), but that's a bit besides the point.
I have Chaos theory... and unfortunately never played it (I think its infected with Starforce :shrug:).
But like I said... its the game content. I honestly did not consider dual executables. :facepalm:
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Elina
 
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Post » Tue Feb 23, 2010 1:30 pm

It might be "completely optional" Just like it is in Fable II and III (except when you want to do the things that require a second player,,, ) but I fear that having cooperative play in the game would divest time and resources from making the single player experience as good as it could be. Furthermore, the potential for a visiting player to screw up your world just strikes me as a pretty severe negative factor in a TES game.

Also, it would just be another instance of a game feature that console users would have to shell out a monthly fee for. Ridiculous. (To clarify, I will be playing on console and pc)
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Claire Lynham
 
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Post » Tue Feb 23, 2010 4:27 pm

i don't want online multi-player. I would prefer it to be on the console only. So your buddy has to be sitting on the couch with u. that way they dont mess up the whole immersion thing.
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Claire Lynham
 
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Post » Tue Feb 23, 2010 8:39 pm

It could work, I mean, I have to admit it would be fun to explore Tamriel woth a friend or 2
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Crystal Birch
 
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Post » Tue Feb 23, 2010 4:47 am

I have been thinking about the idea of multiplayer for a while now and here is my opinion. I think the only multiplayer aspect of the game should be an arena where you fight other players. Similar to the arena in Oblivian where you first join as a low rank then when you accumulate enough wins you advance to the next rank. The game should randomly choose your opponent out of people of similar rank and level as you. This is the only part of the game that I believe should have multiplayer and require internet access, and the only rewards from doing this is the fun of it and prestige of being a high rank. This is so the game can be equally fun and playable for people who either don’t have internet access or don’t enjoy multiplayer. Also any sort of cheating or mods should automatically disable the character they’re used on from the arena, but other than that you can bring anything you get from the offline world into the arena. I also think this would help motivate people to explore all they can and be as creative as possible with spellmaking and enchanting in order to try and get an edge over the other players. It also might be fun to have some SMALL team deathmatch type games (3v3 or 4v4 at most) just because everyone loves to play with their friends. I don't know how well this would work in the context of TES but it'd certainly be fun to try to make interesting combinations considering the amount of variation from player to player (for the team games). However I think the idea of a 1v1 arena with progressive rankings and leaderboards would be a great addition to the game, adding a whole new competitive aspect and opening up the series to a new type of player. The most important part would be to make sure that not competing in the arena doesn't detract from the single player game and that when choosing who you fight the computer ensures they are of both similar character level and ranking within the arena so you don't end up fighting someone who has enourmosly mroe pvp experience than you or whos gear is unfairly better. But anyways just my two cents, I'm very interested in everyone elses thoughts on this, and multiplayer in general.

I know I said earlier that you should be able to bring any spells or items from the offline world into the arena however after reading an earlier post that mentioned how someone could just use a paralyze spell and then just wail on you I would like to amend my stance. I think problems like this could be easily remidied if Bethesda just didn't allow certain spells or enchantments into the arena. However, even without this it would not ruin the arena just requier serious players to make sure they bring some necesary, albeit anoying and inconvinient defensive spells or enchants with them. I also doubt very many players would take advantage of it if a major flaw like this became aparent because it's just not nearly as fun if theres no competition involved, I mean thats the whole point of pvp right?
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Marguerite Dabrin
 
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