•MP is "SP but more intense, challenging, rewarding, and fun". •"It's possible immersing anybody in [example] because there are levels of intensity which are OK for everybody." … (or) … "More stimulating, skillful gameplay is more rewarding." Agreeing with either of these is believing in objectivity of designs, critiques, and reception.
… Post ITT for interesting opinions (facts), trends, and other stimulating discussion.
What is this thread? >•MP is "SP but more intense, challenging, rewarding, and fun". No
Charles Butler
OP quoted a thread from another day I think, because I remember that last line about whether or not quality can be considered objective, at least. So, what I think he’s trying to have us do is to talk about similar stuff like that, but without a specific topic to focus on? It’s experimental, I’ll give it that.
Christopher Gonzalez
MP might be fun if everyone (and I do mean everyone, at least 98%) wasn't conditioned to be a meta-slave by a forced "competitive" mode. If your main mode is "competitive", the game community is already aids.
Jace Fisher
>What's possible in SP also is with MP. Not always. Take, for example, the final, final fight of FF7, where it's Cloud vs. Sephiroth in a black void. You can't lose this encounter, and your only option is to use Omnislash. It's an exciting moment, and a victory lap for the player, which allows them to take out their rage on the antagonist of the game. If you had something like Omnislash in multiplayer, and two players found themselves in the black void, the one on the receiving end would just think, "this is bullshit," and disconnect. It would be severely un-fun for him, and likely not fun for the person who got the Omnislash because it trivializes the skill it *should* require to take down a human opponent. Also, the entirety of pic related would struggle to work as a multiplayer experience.
What's possible in SP also is with MP. Yet players are efficient opponents / friendlies. Hereof is also dynamism / spontaneity / emergent gameplay. Thus "challenging", so "intense" and "rewarding" – "fun"
>Community makes the gameplay Designs and "the player" are responsible for entertainment.
You're talking about "spontaniety" and "emergent gameplay" and "dynamism" in an environment where your team will kick and report you for not doing what someone on the official forums said is the best thing to do. What you're saying is essentially the same as "real communism has never been tried".
Competitive MP is overrated shit. You're dealing with big amounts of input lag, dubitable balancing choices, and as always community being all around asses. What's worse clueless devs make MP for LAN-party environment with pros, completely skipping literally 99% of the situation MP is played in. All the kicks you're getting out of it aren't really because your opponents are "smart" or anything like that, just pure dopamine rush of showing others who's the boss of this gym.
Eli Phillips
MP is not at all SP. SP is meant for the PC to ultimately win, MP is built on the idea that some PCs have to lose as the intended result.
Aaron Rivera
For >Omnislash in multiplayer (vs. another player) That's basically false-equivalence. The "SP scenario" is possible in MP. … Making it vs. another player is also, though – even in your response, the phrasing was of a feasible hypothetical. But this is a really poor example because it's basically a standard winning QTE – there's even "only a simple option"; it does huge amounts of damaging points; etc.; but even worse because it's barely even of interactivity: just in starting the ability.
Your choice of genre is really critique-able, even niche. Gameplay enjoyment derives from intensity, creativity, etc. – objectively, even if some demographics are enjoying lesser qualities / quantities.
>arenas >kicking / reporting Those things are very specific, strawman-esque examples, the latter specifically being debatable for even existing in such context / relevance.
Furthermore, emergent gameplay is often mentioned more when referencing world-based games.
>Competitive MP On this being "arenas", that's mostly SP-correlative to arenas, even of similar playstyles.
>IL … Latency is sometimes a problem (though basically "unnecessarily so"). IL is based on the development though.
>balancing choices Development problem. Balancing 1v1 DPS is simple.
>community Development problem.
>designs " "
>dopamine That's correlative to the whole – players being plausibly skillful and/or social esteemability.
"Challenging gameplay" suggests playing well, whether it's SP or MP.