Gelatinous Pantyhose*: you’ve already got a solid foundation for innovative multi-player experiences
Wednesday, February 2, 2011 at 10:45PM …So why aren’t there more of them?

Innovative multiplayer design can be built atop underlying mechanics that don’t necessarily even need to be iterative – they can simply be reused.
Most contemporary multiplayer (especially in the AAA space) is repetitive. Shoot this, capture that, win the match – etc. Because of the (human) nature of such multi-player experience this does – don’t get me wrong – provide a lot scope for a lot of fun gameplay. But we can only change the scenery so many times.
However, a couple of recent stand-out multi-player (featuring) titles have used this to their advantage. Instead of re-inventing the core, they left it as is and created a novel multi-player experience on top of it.

Left 4 Dead took what Valve had already perfected in the Half Life engine and underlying systems and added a fixed-build co-op setup (4 players, with 2-4 being either human or companion AI) and truck-loads of pretty stupid – and pretty terrifying – zombies. The result: a survival co-op experience that forces the player to work as a team and co-operate with their companions to succeed (which, funnily enough is exactly how the gameplay is packaged: 4 strangers meet under unknown circumstances and are forced to work together else die alone). This “forced” nature that I’m getting at isn’t a player-1-press-this-while-player-2-presses-that – it’s completely emergent; founded in the fact there’s a lot of zombies and as well as acting as bait while your buddies take out the tank… you’re also going to need to be helped up every time one of them jumps you.

Assassin’s Creed: Brotherhood does something very similar with an emotive multiplayer experience that we wrote about last week. It uses the solid foundation of its ancestry (and many stealth action games that went before - see above) as the platform for a competitive multi-player game mode that on reflection is obvious – and ends up with you needing (not being forced) to play the role of an assassin in order to succeed.
So?
So, they stand out because they do something new – both provide an emergent role-playing (note the lower case “r” and “p” there) experience by offering novel game design atop solid genres, building further on the inherent emergent properties of multi-player games.
As well as providing new multi-player experiences, embellishing well-trodden genres with your own magic sparkle gets around the risk of un-polished (or outright un-tested) underlying mechanics (there’s really no excuse for this in the FPS/TPS genre): all you have to test - and perfect - is the sparkle.
You don’t need to re-invent the wheel to provide a new and interesting multi-player experience. Use what you know – just do *something funky with it.
Gareth Jenkins |
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