SUSPECT: RE: [casual_games] multiplayer?

k f mamaji4 at hotmail.com
Fri Oct 27 09:09:06 EDT 2006


The idea germinated when I first saw some kids at a console and they were 
screaming away at each other in excitement. And I thought to myself, why 
don't I ever see a kid scream when he is playing alone at the PC. And it 
suddenly struck me that it was because he was "alone". The missing element 
was the most important, the "physically present" human opponent. Give two 
kids a crumpled paper ball and they are likely to have as much fun, if not 
more, than sitting at a AAA title.
Every time I have tried to log in to play real-time multiplayer games I have 
either been unable to join, because of network lag, been unable to play in 
real-time, or just plain kicked off the server because of excessive lag. 
That's hardly the type of multiplayer experience anyone would like to return 
to for a half hour break. Which is why most of the multiplayer games are 
turn based.

Now what if I want to eliminate the above two shortcomings and
1) Experience multiplayer with all my senses, viz. See, hear(scream), 
feel(punch), and smell my opponents cologne.(I surely can't do that with a 
stranger who is sitting one million miles away on another continent.)
2) Not have to get an expensive broadband connection(and still have server 
connectivity problems)
The only way I see, is to put the second mouse at the same PC and put the 
other chap there as well.
But at present the only way I can do that is to go out and get myself a $600 
gaming console. I'm sure there would be more people willing to invest in a 
second mouse for $10. And it's better than investing in a joystick which is 
purely a gaming device and results in two controllers that are not 
equivalent in their controlling capabilities, providing an imbalanced 
multiplay experience. The number of real-time applications/games usingtwo 
mouses(mice) is probably limited only by your imagination.
The point is, if a sufficient number of studios/developers make titles we 
might have a whole new "socialplayer" market waiting to be tapped, rather 
than trying to squeeze every ounce of revenue from the existing single 
player and networked multiplayer scenarios.
And I repeat, mouse manufacturers would double their mouse sales.
Finally, since PC penetration in the average household largely outstrips 
console penetration, I don't see why people wouldn't like having a social 
experience around a PC rather than using up the only available TV in the 
house for console play. Also, I don't see the OS support as an issue at all, 
considering that most game titles are developed for Windows anyway.
To sum up, I hope to see PC games in a new incarnation, as a physical 
contact sport.


>From: "Cameron Owen" <thecoffeeboy at gmail.com>
>Reply-To: IGDA Casual Games SIG Mailing List <casual_games at igda.org>
>To: "IGDA Casual Games SIG Mailing List" <casual_games at igda.org>
>Subject: Re: SUSPECT: RE: [casual_games] multiplayer?
>Date: Fri, 27 Oct 2006 10:47:49 +1000
>
>It's an interesting idea, but I'd be more inclined to call this social-play
>than multi-play though, and some casual game developers have tried to work
>multi-mouse play into their games already but the are a lot of inherit
>problems.
>
>1) OS support for multiple pointing devices is lacking. It is possible but
>the solutions aren't always perfect.
>2) Very few people have a second mouse just lying around. The casual game
>player is more likely to use the mouse that came with their system and only
>consider getting another one when their current pointing device breaks. It
>is rare that a single AAA+ PC title will inspire someone to upgrade their
>hardware (it usually takes a handful of games running poorly or not at all
>before most people upgrade) and I  suspect casual games would be even more
>reluctant to purchase additional hardware for your game simply so they can
>play it with their friend.
>3) Making a game exclusively for this kind of social play may limit it's
>scope. Making a game that adds this as an optional extra will require
>special attention, consideration and development time which may limit the
>titles' ROI.
>4) The lounge room is generally the stage for multiplayer console gaming,
>computer desks and home offices aren't the most comfy or accommodating 
>areas
>for social play.
>
>The last issue, I think, is the biggest hurdle with this idea. Social 
>gaming
>sessions work with consoles because they're generally designed to be used 
>in
>a very social area, the living room. Computer games are most often 
>relegated
>into some dark dingy home office space or the kids bedroom corner. If you
>wanted to pursue social gaming then Interactive TV, mobile phones, hell 
>even
>those Computer/LCD TV Fridges would make better platforms as they are
>inherently socially orientated or situated in areas that make them much 
>more
>'socially accessible than the personal computer. Provide engaging play and
>enrich the gamers' social experiences by weaving rules into the players
>social networks through their everyday devices.
>
>
>
>On 26/10/06, k f <mamaji4 at hotmail.com> wrote:
>>
>>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 (ChiefOperating Officer)
>> >--------------------------------
>> >Gogogic ehf.
>> >Fákafen 9, 108 Reykjavik, Iceland
>> >Mailjonas at gogogic.com
>> >Mob+354664 8600
>> >Tel+354 534 7700
>> >Fax+354 534 7701
>> >Webwww.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?
>> >
>> >
>> >
>> >_______________________________________________
>> >Casual_Games mailing list
>> >Casual_Games at igda.org
>> >http://seven.pairlist.net/mailman/listinfo/casual_games
>> >
>> >_______________________________________________
>> >Casual_Games mailing list
>> >Casual_Games at igda.org
>> >http://seven.pairlist.net/mailman/listinfo/casual_games
>>
>>_________________________________________________________________
>>One and only Ash. Find out all about her. Only on MSN Search
>>http://server1.msn.co.in/profile/aishwarya.asp
>>
>>_______________________________________________
>>Casual_Games mailing list
>>Casual_Games at igda.org
>>http://seven.pairlist.net/mailman/listinfo/casual_games
>>


>_______________________________________________
>Casual_Games mailing list
>Casual_Games at igda.org
>http://seven.pairlist.net/mailman/listinfo/casual_games

_________________________________________________________________
Sexy, sultry, sensuous. - see why Bipasha Basu is all that and more. Try MSN 
Search http://server1.msn.co.in/Profile/bipashabasu.asp



More information about the Casual_Games mailing list