SUSPECT: RE: [casual_games] multiplayer?

k f mamaji4 at hotmail.com
Thu Oct 26 06:48:07 EDT 2006


Before the computer game all games were essentially multiplayer, except for 
a solitaire or two.

All traditional ball games were "casual" - Easy to learn and difficult to 
master. So what has changed? Nothing. People enjoyed it then and should 
enjoy them now.

The only problems I see with current multiplayer is:
1) Broadband penetration isn't yet where it should be.
2) Other than network lag and instability, I see a lack of human-human 
physical interaction. How long can you play against a dumb machine before 
defeating the predictable AI. And would you rather type "Pass the ball 
dumbo" rather than shout it out in the middle of an engrossing game? So 
what's the next step in the evolution of multiplayer? Remove the network. 
Learn from the traditional ball games model and put both players at the same 
PC. But is the keyboard even remotely a gaming controller? I don't think so. 
So how do you get two people to sit in front of the PC and make them believe 
that they are playing on a gaming console. Put two mouse controllers in 
their hands. The mouse is the ultimate PC gaming contoller. It allows for 
intuitive movement in the
XY plane and has all the necessary fire buttons, and a scroll wheel to boot, 
for 3D movement. Plug another mouse into the free USB port and you have just 
transformed your plain vanilla PC into a gaming machine.
Multiplayer has just evolved to the next logical step. No network lag. No 
dumb, boring AI. No opponetnts who dare to shout profanities over a network 
because they are free to do anything they wish in anonymity. And suddenly 
you have the 35+ female demographic calling each other
over for an evening of tea/coffee and some good one-on-one gaming fun.

And you won't have portal developer conflicts, because the multiplayer and 
the single-player downloadable are one and the same now.

I know its radical. I know its outside the grain. But then I've never been a 
conventional thinker. Lateral thinking leads to progress. Just my humble 
opinion, which we have tried to implement in SOCCERnPOOL.

On a side note, I wonder if mouse manufacturers realise that mouse sales 
would double.


Kurosh Fallahzadeh
www.kdfinfotech.com


>From: Jónas Antonsson <jonas at gogogic.com>
>Reply-To: jonas at gogogic.com,IGDA Casual Games SIG Mailing List 
><casual_games at igda.org>
>To: "'IGDA Casual Games SIG Mailing List'" <casual_games at igda.org>
>Subject: SUSPECT: RE: [casual_games] multiplayer?
>Date: Tue, 24 Oct 2006 20:42:07 -0000
>
>My money is on your last point. I think it hasn't fully broken out yet. Of
>course this whole discussion lacks a proper foundation - a solid definition
>of what we're talking about when we say "multiplayer casual games". We have
>a pretty wide target.
>
>If we include lotteries or casino games as casual games then we have a lot
>of very successful multiplayer games, for example.
>
>But - back to the point - I think we're pretty much talking about the same
>thing. With that in mind I think that a multiplayer model for casual games
>will be a logical extension to both the main distribution canal - internet 
>-
>and the nature of a lot of casual games - web based. A solid architectural
>approach can introduce new dimensions, game-play aspects and social
>structures that relate to, interact with or are a direct part of casual
>games. In fact this is a center of study for me so it hits close to home.
>
>As far as portals go, I have not been under the impression that multiplayer
>models aren't something they'd consider - if done properly and in a
>beneficial way to both developer and portal. In fact I've had talks with
>portals about a game concept that we've been working on (gogogic) which is
>multiplayer based and, so far, the dialogs have been positive.
>
>Jónas B. Antonsson
>COO (Chief Operating Officer)
>--------------------------------
>Gogogic ehf.
>Fákafen 9, 108 Reykjavik, Iceland
>Mail jonas at gogogic.com
>Mob +354 664 8600
>Tel +354 534 7700
>Fax +354 534 7701
>Web www.gogogic.com
>blog www.jonasantonsson.com
>--------------------------------
>
>
>
>-----Original Message-----
>From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
>On Behalf Of Matthew Ford
>Sent: 24. október 2006 20:28
>To: 'IGDA Casual Games SIG Mailing List'
>Subject: RE: [casual_games] multiplayer?
>
>Ahh, I'd love to hear discussion about this one. Last time I heard this
>discussed, it was said that portals often prohibit apps from connecting
>users to the developer's server for fear the developer will steal their
>future business-- for example wean them off the portal and start to sell to
>them directly. But I don't recall an extended discussion of this and I'd
>really appreciate any more info on the subject.
>
>As well as recounting the situation as it stands now, I'd appreciate any
>speculation on how this may change in the future, and how a developer can
>build a game in a way that allows multiplayer connections among players but
>avoids whatever the portals may fear.
>
>Or in fact is the market ready now for multiplayer-oriented casual gaming,
>and it simply has not broken out yet?
>
>
>Matthew Ford
>matthew at fordfam dot com
>
>-----Original Message-----
>From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
>On Behalf Of John Falconne
>Sent: Wednesday, 25 October 2006 1:31 AM
>To: casual_games at igda.org
>Subject: [casual_games] multiplayer?
>
>One thing that surprises me is how few multiplayer options there are for
>casual gamers. Why is that? My friend, another game developer, said it's
>because there's no way for a casual game developer to make money on
>multiplayer games. Is that true? Are there no viable business models around
>that make multiplayer game development appealing to casual game developers?
>
>
>
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