[project1dev] Re: multiplayer

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 11:28:24 -0700

I think we are all agree. Although it would be cool multiplayer is not what
this game is about. I look forward to our version of the golden saucer.

On Fri, May 8, 2009 at 10:39 AM, <figarus@xxxxxxxxx> wrote:

> I think the outcry of love for the goldensaucer-esque area of our game
> means it will be a big part, I know I'm looking forward to it and think it
> will be one of the things ppl will play and replay in our game
>
> Sent via BlackBerry from T-Mobile
>
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Fri, 8 May 2009 10:36:35 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: multiplayer
> neato... after i made this post yesterday, wurmz was talkign to me on aim
> about it and thats what he came to the conclusion of too :P
>
> seems like it makes most sense - it deffinately does from a tech POV (makes
> me happy inside hehe)
> On Fri, May 8, 2009 at 10:25 AM, Matthew Morgan <MMorgan@xxxxxxxxxx>wrote:
>
>> I think we should stick with saucer only on this one.
>>
>>
>>
>> Do you mean the SNES Zelda? Coz that one’s the business.
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *figarus@xxxxxxxxx
>> *Sent:* Friday, May 08, 2009 10:23 AM
>>
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> I think if we make the action rpg zelda style game in the future that
>> would work better multiplayer... I don't know of any ff style rpgs with the
>> multiplayer that we are thinking - unfortunately, we can't have it all, as
>> much as I'd love to. We will run into this occasionally and sacrifices have
>> to be made... So the question is, I think kent is right, we either need to
>> go balls to the wall multiplayer or just stick with the golden saucer
>> multiplayer, cuz if we half ass it, it will be a waste of time/energy...
>>
>> I am just not sure. I love multiplayer and envision adventuring with a
>> friend/friends and it being totally epic and fun but on the other hand, to
>> really embrace multiplayer, single player will suffer and I really think the
>> majority of people would play single player the majority of the time. Its
>> hard enough to organize my homies to play left4dead on xbox for a couple
>> hours, let alone the 40+ hours to go through an rpg.
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>>
>> *From*: Matthew Morgan
>> *Date*: Fri, 8 May 2009 10:09:50 -0700
>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> Perhaps this project should just be single player except for the saucer
>> idea, and on the next one we can all be more multiplayer-minded?
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Kent Petersen
>> *Sent:* Friday, May 08, 2009 10:05 AM
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> Forcing players to split up is a good idea too. That way it's like 2
>> separate single player levels. In single player the player could choose
>> either path. It's a good way to avoid having to test things for both single
>> and multiplayer because it would really only be 2 separate single player
>> paths. There are numerous other ways to keep simple multi playered levels as
>> well, such as a simple switch that requires a player to stand on. You could
>> have a door with trapped enemies inside. One player stands on the switch to
>> open the door where. The second player then battles hsi way into this room
>> single handedly. If the battleing player becomes too wounded he can leave
>> the battle room and swap places with the 1st player. So now you have one
>> fresh player battling and the wounded player recovering on the switch. That
>> type of scenario would be relativly simple to make and require 2 players.
>>
>> I guess there would be an increase in content. There probably wouldn't be
>> double the content but there would definately be an increase. It would also
>> get very difficult to manage once the levels became larger and more
>> complicated.
>>
>> I think having full on multiplayer could create an amazing experience. I
>> think it would take a lot of careful planning to truly make it shine. On
>> that same thought, if multiplayer was half assed and not as polished as I
>> imagine, the game would be terrible no matter how great all of the other
>> aspects are. Especially since we would be designing the game from the ground
>> up with that feature in mind. If we do decide to change our minds it would
>> be difficult.
>>
>> What does everyone else think?
>>
>> On Fri, May 8, 2009 at 9:29 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>> #1 and #3 make sense (:
>>
>> For #2 would you want to build and script twice as much stuff... one for
>> single player and one for multiplayer?  And then you'd have to test both to
>> make sure they work ok and that there wasn't a typo (like an extra 0 added
>> onto how much rep you get for completing the multiplayer quest vs the
>> single).
>>
>> Duplicated effort tends to have a lot of bugs in it because of human error
>> (thats why people make functions instead of copy / pasting code).
>>
>> Seems like we'd introduce a lot of bugs and have to do double the work
>> going that way, but it is a pretty good idea as a solution to the problem.
>> Like for instance maybe we could only have 2 versions where it mattered.  So
>> for most of the game it's all the same stuff but in caves where there are
>> puzzles etc they change whether you are single or multiplayer.  I'd still be
>> weary about the extra bugs it would for sure create.
>>
>> From a technical standpoint i really agree w/ you on the last point, i
>> like the idea of limited / specialized multiplayer (:
>>
>>
>>
>> On Fri, May 8, 2009 at 8:40 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>> Oh, fun questions.
>>
>> 1a) I assumed people would get thrown into the fight together. Either
>> person triggers a fight both players go in.
>> 1b) If you wanted it to be a little more interesting you could have it
>> where the players need the enage the enemies individually. After the player
>> touches a monster there is a small delay before entering the battle to give
>> the 2nd player a chance to get into the fight. The second player can choose
>> to not fight at all or fight something different. Battles could play out in
>> more of a real time. Potentially you could even have monster or players join
>> the battle once it's going.
>>
>> 2) dungeon design wouldnt be too bad. I would say you would make 2 paths.
>> 1 for single player and one for multiplayer. You could have them have
>> different items. The single player path could have things break once you
>> pass making it a one person way. The multiplayer paths could have puzzles
>> that require 2 ppl.
>>
>> 3a) I assumed that the players will just drag eachother. If one player
>> enters a new room the second player will teleport there.
>> 3b)You could also do it toe jam and earl style (original on the genesis)
>> where the players are just allowed to seperate. This would go well with the
>> combat idea.
>>
>> With all that said I feel it is unnessasry. Maybe a colliseum could be
>> cool to battle your friends and to compare equipment. Maybe there could be
>> an online FF7 Golden Saucer where everyone can meet gamble, show off gear,
>> whatever.
>>
>>
>>
>> On Fri, May 8, 2009 at 8:18 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>> ok so you guys are saying ""yeah multiplayer!!!" but lets talk details.
>>
>> So how would it work?
>>
>> lets ignore technical concerns and talk game design...
>>
>>
>> #1) how would combat work... if you are walking around and your buddy is
>> too, and he gets into a fight, do you automatically get tossed into that
>> fight to?  what happens?
>>
>> #2) if we allow multiplayer, we'd have to design all caves and dungeons to
>> work with multiplayer.  What i mean is we couldn't have any puzzles or
>> things which were designed for single player.  IE if you have something like
>> you have to push a boulder from upstairs into a pit, it falls downstairs,
>> you roll it onto the switch and you can get into another room, we can't do
>> that cause in multiplayer, the 2nd player could just stand on the switch and
>> let you through etc.
>>
>> #3) what happens when your buddy enters a different room while you are
>> walking around in the 1st room or like exploring it... do you get teleported
>> into the other room automatically?
>>
>>
>>
>> On Fri, May 8, 2009 at 7:38 AM, Matthew Morgan <MMorgan@xxxxxxxxxx>
>> wrote:
>>
>> Yep yep. 6-3, trying to get it switched to 5:30-2:00=-D
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *figarus@xxxxxxxxx
>> *Sent:* Friday, May 08, 2009 7:37 AM
>>
>>
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> What time do you get in, 6am?
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>>
>> *From*: Matthew Morgan
>> *Date*: Fri, 8 May 2009 07:36:24 -0700
>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> Yah, and I do work pretty early….
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *figarus@xxxxxxxxx
>> *Sent:* Friday, May 08, 2009 7:32 AM
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> Lol...... He has a weird schedule like 10 - 7 or something
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>>
>> *From*: Matthew Morgan
>> *Date*: Fri, 8 May 2009 07:30:24 -0700
>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> Maybe if he’d get up and get to work like us!
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *eric drewes
>> *Sent:* Friday, May 08, 2009 7:27 AM
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> yeah, we'll have to talk to alan about this stuff cuz it could almost be a
>> game in and of itself
>>
>> On Fri, May 8, 2009 at 10:26 AM, Matthew Morgan <MMorgan@xxxxxxxxxx>
>> wrote:
>>
>> I like the gauntlet or Man vs Beast w/one weapon, adds a little flavor to
>> it, maybe there could be different parts of the arena for different things,
>> a gambling hall, a gladiator hall(full on battles), a bestiary (battling
>> beasts w/one weapon), wrestling ring (diff weight classes) all with diff.
>> challenges or things to do.
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Chris Sherman
>> *Sent:* Friday, May 08, 2009 7:23 AM
>>
>>
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> I love the arena/tournament idea but I've never seen anybody really take
>> it where I think it could go. For instance having a heavyweight and
>> lightweight battle class would be cool, betting could be done in increments
>> and instead of just getting your pool back plus house money you would get
>> other players money. I also like the thought of having different challenges
>> like a gauntlet or a man vs beasts where man is equipped with only one
>> weapon and no armor... Feel free to expand on it if you wish :)
>>
>> Sent from my BlackBerry
>> ------------------------------
>>
>> *From*: figarus@xxxxxxxxx
>> *Date*: Fri, 8 May 2009 14:17:57 +0000
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> quick things...
>>
>> I agree co-op would be fun but my only concern is, it will take away some
>> resources that could be used in other places that may be better bang for the
>> buck...
>>
>> Alan iis gathering ideas for making how multiplayer would potentially work
>> so maybe he has yet another rabbit to pull out of his hat :)
>>
>> Re: arena...
>>
>> Definitely one of the things I am really into for this game is a battle
>> arena wheer you can fight, or gamble on monsters fighting :) something to
>> definitely thing about if anyone has any ideas
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>>
>> *From*: Matthew Morgan
>> *Date*: Fri, 8 May 2009 07:08:24 -0700
>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> I definitely think being able to hook up with your friends and playing
>> would make the game way better… everythings better with buddies.
>>
>>
>>
>> How would it work though, you would just have your heros? Or would it be
>> the guy who set it ups party and you can control one of his guys?
>>
>>
>>
>> I like the idea of arenas. Kind of like the Coliseum in FF3 or something
>> where you could join in and battle people perhaps for unique-ish items or
>> something. Just an idea…
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *figarus@xxxxxxxxx
>> *Sent:* Friday, May 08, 2009 6:59 AM
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> Alan and I talked about maybe at least having an arena where you can fight
>> other ppl... I defer to him when it comes to multiplayer cuz he knows how
>> hard it will be and will be the one putting code in...
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>>
>> *From*: "Chris Sherman"
>> *Date*: Fri, 8 May 2009 13:53:44 +0000
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> What if we did it small scale multiplayer like you could be on a server or
>> virtual lan with buddies or a few random people and if you wanted to join
>> their party you could but you wouldn't have to. Ie test drive unlimiteds
>> approach to mmo
>>
>> Sent from my BlackBerry
>> ------------------------------
>>
>> *From*: Matthew Morgan
>> *Date*: Fri, 8 May 2009 06:49:38 -0700
>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> Multiplayer IS bonus. But it would maybe get difficult is other people had
>> wanted to go different directions in dungeons/caves and what not, and some
>> people like grinding and some people want to just get through it, so maybe
>> MP wouldn’t be good in this case… I dunno.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Chris Sherman
>> *Sent:* Friday, May 08, 2009 6:31 AM
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] Re: multiplayer
>>
>>
>>
>> Multiplayer is awesome, TOTALY AWESOME!
>>
>> Sent from my BlackBerry
>> ------------------------------
>>
>> *From*: figarus@xxxxxxxxx
>> *Date*: Fri, 8 May 2009 13:17:27 +0000
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> I guess the question is... Do you guys think ppl would be interested in
>> playing multiplayer? FF6 had it but I never used it. I love co-op and
>> playing w/ friends but I don't know if itd work with a story driven rpg...
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>>
>> *From*: Matthew Morgan
>> *Date*: Fri, 8 May 2009 06:11:53 -0700
>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: multiplayer
>>
>> I think that would be perfect=-P
>>
>>
>>
>> Keeping them together like gauntlet lengends kinda but switch screens for
>> battle…
>>
>>
>>
>>
>>
>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Alan Wolfe
>> *Sent:* Thursday, May 07, 2009 8:05 PM
>> *To:* project1dev@xxxxxxxxxxxxx
>> *Subject:* [project1dev] multiplayer
>>
>>
>>
>> Hey so before we started makin this game, Eric was saying it would be
>> really neat if we could support multiplayer.
>>
>> We've talked a little bit about it randomly (like the possibility of being
>> able to play mini games against other people online or other stuff...) but
>> it's been kind of hard figuring out how FULL ON multiplayer would work in
>> our game.  A big part of the hurdle for me has been figuring out how to do
>> the combat in multiplayer (since it goes to a seperate screen... would the
>> other player go into that screen too or...?)
>>
>> Anyhow, I personally can't figure out a good way but I wanted to open it
>> up to everyone else before we said "bah forget it"
>>
>> Eric has had some ideas about this such as the players having to stay
>> within a screen length of eachother, and when one person goes into combat
>> they both go into combat and control their own characters.
>>
>> What do you guys think... can multiplayer work for a game like ours?
>>
>>
>> ------------------------------
>>
>>
>>
>>
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