Multiplayer sounds good to me, Obviously there would be compromises because of it, but Multiplayer Arena fights anyone?
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: