General Zechs
Neo Member
The value of any game is subjective but there is one fact I agree with. When the servers are turned off for any multiplayer only game, your game is no longer playable.
It's a matter of content.
A multiplayer game generally has less actual content than a single player game. One has playtime reuse the same assets over and over again, the other see's the player move through many new assets in addition to those repeated ones.
Why does a single player game need a multiplayer component?
Anyway, if you have a MP only game, it better damn well work flawlessly and it better have enough variety and content that is both fulfilling and interesting enough to make up for the lack of conventional, single player/ offline content
As console gamers we have been trained for decades on the following.
1. You pay for a game... it's yours.
2. Decades from now if your game still works and the system still works... you can play it.
3. For the set price not only will you received the advertised product but there's hidden bonus content in place as well.
4. Multiplayer titles can be played locally and if possible online through the network.
5. Single player is the main focal point.
Now this generation... companies seem to be hell bent on breaking every one of these covenants.
1. Games that you pay for are licensed to you and the company can disable your license at any time.
2. Decades from now even if your game and system are still in good condition. It will most likely not work because the server to run the game won't exist.
3. Additional content and even core pieces to the game which was advertised are sold to you at additional costs
4. Multiplayer titles will not be played locally and is only possible online through a subscription service that's separate from the game.
5. Single player may not be included.
As costs begin to rise companies are finding ways to justify nickel and diming the consumer... and streaming services / digital only is the end game.
The "Multiplayer Only" title in my eyes a test to see how much the console gamer has changed over the years... or what they are willing to accept as games are becoming services to put gamers on monthly plans per title.
Games like Titanfall and Destiny will always be half of a full game in my eyes... the multiplayer component is fun... but it does not justify the price because last generation a title such as Halo 4 existed where you had:
Story Mode - Single Player Campaign
Spartan Ops - Co-Op Campaign
War Games - Competitive Multiplayer
as well as Map Editors, Local Play, and more.
This is what gamers come to expect in a FPS package... even COD: Ghosts had this... So when a Destiny or Titanfall comes out and says "we are going to charge you 60 bucks for a fraction of this" you have to see how these "multiplayer only" titles just don't stack up in terms of value.
I skipped Titanfall because it was multiplayer only... and i thought Destiny would have a full story mode to get into and I was wrong. If Destiny 2 comes out like the first... i won't buy it.
Action Adventure titles such as Assassins Creed recently dumped their competitive multiplayer element to focus primarily on a more engaging single player mode and co-op multiplayer experience... and that is very much a 60 dollar product in comparison to say... Destiny.
It works both ways.
Why does a multiplayer game need a single player component?
If a single player only games costs $60, it better damn have over 30 hours of main campaign time.
SP effectively becomes "non-functional" as soon as it's finished for anyone who didn't enjoy the campaign enough to replay it.
Even if you got 10 hours out of it, a good multiplayer game is gonna give you multiple times that at the very least. If there's no issue with SP only games then there shouldn't be for MP only games. Counter-Strike has shown you don't need a campaign to be the best game of all time.
Unreal Tournament 3 was hilarious thanks to this. They delayed the game to work on a single player mode. That being glorified bot matches with FMV cutscenes thrown inbetween them. Nobody asked for this, and nobody actually cared for it. And thanks to this decision, the release was pushed to around the same time as CoD4 MW, Crysis, and The Orange Box. It's little wonder the game didn't perform that well.
A good multiplayer game might have less assets than a singleplayer game, but will have had significantly more time spent on balancing - its a false equivalency to assume a singleplayer game 'costs more' than a multiplayer game, particularly a multiplayer game that has been well balanced to, say, competitive level standard play
It works both ways.
Why does a multiplayer game need a single player component?
If a single player only games costs $60, it better damn have over 30 hours of main campaign time.
Source?
Where's your source for this, cause I'm pretty sure its the other way around. Thousands aren't lining up at midnight launches because they are dying to play a 6 hour campaign on Call of Duty.
If they're asking full price but still have a COD-esque DLC map pack schedule, then yeah, it doesn't come across as a good deal from day one. That was a huge red flag for me with Titanfall.I don't mind paying full price for a multiplayer only game, but I feel like most MP-only games that ask for full price rarely have an amount of content that justified the price.
Many single player games have pointless tacked on multiplayer modes for the sake of it now for this reason.And a singleplayer-only game being $60 gets a free pass? Explain to me what makes a SP game get away with being $60 only, but when a MP game does it it's suddenly bad.
You know what else CoD4, Crysis, and Orange Box had in common? Single-player modes. Very good single player modes.
I've seen this arguement presented before, but testing does not come close to the cost of a dozen to a hundred people spending months producing art, code, sound, animations and a hundred other components. Yes the level of testing needs to be good, but you will never convince me the cost of that is higher, because I just don't believe that at all, and see nothing to suggest I should change that view.
When it's $60.
It doesn't matter if you want to believe it or not, its true.
A singleplayer map once its built is basically untouched until the game ships unless something wrong is found within it by QA.
A competetively balanced multiplayer map is subject to hundreds of iterative passes and thousands of man hours of play testing.
A singleplayer only weapon gets a quick balance pass to make sure its not too OP given its context (and even that can be skipped if there are other limiting factors like special scarce ammo, or its designed to be an end game reward)
A multiplayer weapon has hundreds of hours to comparative testing versus every other weapon to make it balanced within a group but still feel unique enough to be worth considering using or fulfilling a specfici niche.
I mean, just because you attribute value to hours spent in Maya more than you do to hours spent in Excel, doesn't mean those hours weren't spent.