» Wed Sep 01, 2010 11:59 am
I probably won't play MP even if it would be included, except as a novelty for a while. But, as an option, I don't see any problems with that if it goes remotely under this formula.
1. There is one and only main character, belonging to a game host. That is his world, he is the hero.
2. Other players can join in, but not in Dovahkiin status. They lose their dragon shouts, but all other abilities are transfered. Also, their status in all guilds is temporarily lowered by one, so there could be only one Archmage, either NPC like Trebonius or Traven, or main character. Effectively they are playing what Champion of Cyrodiil was to Martin Septim, except "Martin Septim" is now not a [censored], but in full dragon-kicking mode. They are helpers, assistants and all that.
3. Other players can join the game only if they are invited by the host. This is a friends-only game, not a mindless shooter with random strangers.
4. Yeah, when other players join the world, monsters become more tough (maybe it's easier to make them more numerous and to spawn more Liches instead of Skeletons, not by adding more dakka), and loot becomes more plentiful and higher-leveled.
5. Helpers can complete quests, but they, again, can't ever attain highest rank in any guild. They will, when they'll return home and will become heroes themselves.
6. Mods should be synchronized, of course.
7. Only main hero can pause the game. When helpers go into inventory, game doesn't stops. Maybe it is also true for main hero, should be thought of and tested.
8. When main hero fast-travels, helpers fast-travel with him. Probably they can't be too far from their host, up to the point of automatic teleportation to the host when they became too distant. Or maybe they can, don't know what is best.
9. Game world is saved on a main hero player computer. Helpers do save only their characters and deeds they've personally done, like killing some NPC — he will be dead in their home world, when they'll return. Also, some quests probably will be completed. But if they are coming into game during host becoming an Archmage, and they are meager Magicians in their world, then they won't see any changes when they will return back. Basically, some quests are "group-friendly", like "kill several goblins and gain the trust of some Nord McImportant", while others are "personal only", like "become a master of the guild".
Really, except for "additional development time and costs" I don't see any problems with this mode being in game. I hate idea of TES MMO just as the next guy, but this? Sharing awesomeness with a friend, striding through the strange land with company? This is just better than any NPC Companions, and that's all.