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Multiplayer rpgs?

Started by May 12, 2006 07:37 AM
15 comments, last by GameDev.net 18 years, 9 months ago
Quote:
Original post by rian carnarvon
Their working on the oblivion online plugin as we speak ;)


Theres one announced? Link, please.

Check out my new game Smash and Dash at:

http://www.smashanddashgame.com/

EDIT: It appears that i was incorrect, and that it was a user messing around with the hack to get to to work on TES4, not an actuall dev announcement. Sorry for the mis-information.
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I've also wondered why there was such a lack of games in this area. And actually I have been working on a 2D RPG/Action Adventure game concept for a couple years now, and I started the coding a few months ago. A main feature I'm looking to implement is 2 player networked co-op.
Handling the passage of time can be problematic in multiplayer RPGs.

Most single player games allow the player to "skip ahead" in time when waiting, sleeping, training, fast travelling or doing anything else that takes an hour or more of game time and/or would be boring for the player to wait through in real time.

In a multiplayer game, allowing this would cause the characters to become temporally out of sync with each other. For this reason many (all?) ignore the passage of time entirely, which makes the world seem too static in my view.

I would be interested in any other solutions people know about and/or have considered.
I think that with a multiplayer rpg, you'd have to think of the party instead of the single hero. Thus the passage of time could be handled for the party, and not just one of the heroes.

This solution would spawn a new range of problems though. One would have to prevent scenarios where one player can sleep while another is fighting. Or maybe the leap-forward in time would only happen if it was a party effort and not a single player's effort.
That would force players to participate in a single party though.

I suppose the game might be able to keep track of time from each individual player's perspective if only a few people could join, but I'm not sure how it would handle interactivity between each of them whilst avoiding paradoxes.

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