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Single player is a "gimmick" says Gogogic CEO

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As one of those apparently rare single-player diehards, I hope this guy gets ignored by game designers. Single player is my meat and potatoes.
 
As one of those apparently rare single-player diehards, I hope this guy gets ignored by game designers. Single player is my meat and potatoes.

You're not as rare as you think, and this guy is an idiot. One of the things that sets videogames apart from more traditional ones is that you don't need someone else to play with.


I understand why a lot of outfits push multiplayer so hard. Developing titles that throw a bunch of players into a venue and make them compete generally requires less content and development time than a lengthy single-player experience. That's why you see all these Asian MMO's with a huge emphasis on PVP content - it's easier and cheaper to have players go out and beat the crap out of each other than it is to actually develop worthwhile content for them to complete. Trying to frame this as how videogames were "meant to be" is really nothing but bullshit.
 
For me personally videogames are supposed to be a form of entertainment regardless of whether they're multi- or singleplayer oriented. My main gripe with multiplayer though is human nature itself. These kinds of games that focus on competition or rivalry and depend on social communication tend to bring out the worst in people no matter the genre, and this is where the fun usually ends for me. I don't need the pressure of having to keep up with my co-op partner or challenging opponent, or be virtual punching bag for somebody who I'll probably never meet in real life. I also don't need to invest countless hours of grinding just to get the top spot on some scoreboard or participate in a virtual cock comparison contest. I'd rather take my time to experience a compelling story driven by unique and challenging singleplayer gameplay, and thank God for those dev's who still embrace that.
 
I think he's confusing the origin of gaming with what it's become. There are plenty of reasons that single-player games can be great precisely because they are single-player, even if it were initially, as he says, a "gimmick," and I don't think he's acknowledging that. Here is one very simple example: if someone decided to construct a game that took a serious look at near-light-speed travel, it would be essentially impossible to make multiplayer, because the time scales of all the players would be out of synch.
 
All single player games are inherently multiplayer games anyway, in the "dungeon master" sense. The game designer is always on the other end, the person who set up the challenges for you to overcome.
 
For me personally videogames are supposed to be a form of entertainment regardless of whether they're multi- or singleplayer oriented. My main gripe with multiplayer though is human nature itself. These kinds of games that focus on competition or rivalry and depend on social communication tend to bring out the worst in people no matter the genre, and this is where the fun usually ends for me. I don't need the pressure of having to keep up with my co-op partner or challenging opponent, or be virtual punching bag for somebody who I'll probably never meet in real life. I also don't need to invest countless hours of grinding just to get the top spot on some scoreboard or participate in a virtual cock comparison contest. I'd rather take my time to experience a compelling story driven by unique and challenging singleplayer gameplay, and thank God for those dev's who still embrace that.

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Nailed it.

For me, TF2 is a good multiplayer game because people often act goofy and stupid in it, and because of the team nature I can feel good when we win regardless of how I did individually, and have someone to blame when we lose.

I enjoy fighting games, but now I've moved exclusively to NRS and CC2 games because I can get my $60 worth without ever having to play against a human.

"Practice" in a game is a ridiculous concept. Games are my escape from work, and I already worked to earn the money to buy the game. The game itself shouldn't make me work to get enjoyment from it, that's not fulfilling its purpose as an entertainment tool, and thus being a bad game.
 
I don't need the pressure of having to keep up with my co-op partner

This especially for me in loot games/MMOs, where someone is always rushing ahead and killing stuff while you're checking your inventory or actually bothering to read the quest plot or whatever. I don't like to be rushed, but in multi you always are.
 
So in other words, he considers the product of evolution of gaming in general since its inception a gimmick.

I can see where he is holding on nostalgia and that's fine. I just wish he didn't make such assertions because it doesn't fit his philosophy of what gaming ought to be.
 
This especially for me in loot games/MMOs, where someone is always rushing ahead and killing stuff while you're checking your inventory or actually bothering to read the quest plot or whatever. I don't like to be rushed, but in multi you always are.

Oh you are one of those who checks inventory even after grabbing a low level item and reads its description and compare stats! ugh! lol
Why bother reading quests. Most loot based arpg games have terrible quests. I just focus on the next flashing marker on map :P
 
I really really hope that his grasp of the English language is poor and he doesn't actually mean that; I really really hope.
 
Oh you are one of those who checks inventory even after grabbing a low level item and reads its description and compare stats! ugh! lol
Why bother reading quests. Most loot based arpg games have terrible quests. I just focus on the next flashing marker on map :P

But I probably make 10 to 20% more gold than you do by looting and selling those items. :P Anyway, this just illustrates why multi has its issues here. You probably wouldn't want to play with slow people.
 
His argument is fundamentally built around not recognising the *designer* as a player in itself. I'd argue that designer-as-GM-as-player is a valid interpretation of the roles - and the designer is able to influence the 'real' player much more interestingly than a second player with the same level of powers - but on the other hand, the designer can't (generally) be reactive.

By his argument, a D&D quest played by a single character and a GM is 'not multiplayer'.

That's why both setups have merit - both have advantages and disadvantages. Writing one off flatly is failing to recognise that factor.
 
Yup, nothing gimmicky about multiplayer games like pay-to-play, Xbox Gold, buying downloadable maps, subscriptions, expansions for MMOs, etc. And, you know, because all Atari 2600 and 80's arcade games were multiplayer and couldn't be played alone.
 
For me personally videogames are supposed to be a form of entertainment regardless of whether they're multi- or singleplayer oriented. My main gripe with multiplayer though is human nature itself. These kinds of games that focus on competition or rivalry and depend on social communication tend to bring out the worst in people no matter the genre, and this is where the fun usually ends for me. I don't need the pressure of having to keep up with my co-op partner or challenging opponent, or be virtual punching bag for somebody who I'll probably never meet in real life. I also don't need to invest countless hours of grinding just to get the top spot on some scoreboard or participate in a virtual cock comparison contest. I'd rather take my time to experience a compelling story driven by unique and challenging singleplayer gameplay, and thank God for those dev's who still embrace that.

Have you tried Journey? It's a multiplayer game where people are nice to each other :O
 
I'm really glad I read this. Now I know my love for GTA Vice City or the Max Paynes isn't nothing but a delusion brought about by shady companies which wanted to cater to their commercial purposes. Yup, deleting Psychonauts, Hitmans and the original Portal right now.
 
For me, TF2 is a good multiplayer game because people often act goofy and stupid in it, and because of the team nature I can feel good when we win regardless of how I did individually, and have someone to blame when we lose.
TF2 is one of my fav's too, and even with all the microtransaction/hattery bs it's still a great online experience because it puts so much emphasis on teamplay instead of just individual success and reward as so many shooter games tend to do these days.
"Practice" in a game is a ridiculous concept. Games are my escape from work, and I already worked to earn the money to buy the game. The game itself shouldn't make me work to get enjoyment from it, that's not fulfilling its purpose as an entertainment tool, and thus being a bad game.
Yup, same here, I get enough fare share of aggressive and competitive behaviour at work, I don't need that shit while I'm trying to unwind infront of my PC or console.
Have you tried Journey? It's a multiplayer game where people are nice to each other :O
Unfortunately not but if I'll ever get my hands on a PS3 I'll give it a go.
 
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...anyway.

The day single player goes away is the day I stop playing video games. Playing with friends on private servers is the only way to play multiplayer, and organizing that stuff is often tedious and difficult if schedules do not cooperate.

Anyone who says all video games have to be multiplayer is viewing this industry in tunnel vision.
 
Needless to say, he's wrong. I think multiplayer will continue to expand, but one player going against a series of computer controlled challenges is a model that will never go away.

"Practice" in a game is a ridiculous concept. Games are my escape from work, and I already worked to earn the money to buy the game. The game itself shouldn't make me work to get enjoyment from it, that's not fulfilling its purpose as an entertainment tool, and thus being a bad game.

Are all games obligated to deliver nothing but entertainment, with no learning curve, challenge, penalties for failure, or negative reinforcement? Sweeping statements like this are every bit as goofy as what the CEO said.
 
"Practice" in a game is a ridiculous concept. Games are my escape from work, and I already worked to earn the money to buy the game. The game itself shouldn't make me work to get enjoyment from it, that's not fulfilling its purpose as an entertainment tool, and thus being a bad game.

Some people actually derive enjoyment from getting better at a game and competing. By your definition any form of competition turns any game into a bad game?
 
Is there a worldwide contest I am not aware of where, in order to win, you need to say the stupidest stuff possible?

I mean, what the fuck is up with most industry people opening their mouth on the net lately? I'm serious here. Throwing theories and crazy ideas everywhere, sounding like they really live into their own little bubble of an imaginary world. What in the fist is this crap?
 
Are all games obligated to deliver nothing but entertainment, with no learning curve, challenge, penalties for failure, or negative reinforcement? Sweeing statements like this are every bit as goofy as what the CEO said.

Leave him be, i'm almost 90% sure he won't give you the answer your looking for.
 
lol @ this guy.

Also lol @ the Anti-Story Brigade in this thread.

Using the word "gimmick" may raise some hackles here on GAF, but he has a point. AI on the characters you interact with (usually involving a weapon) in single player is a substitute for a human being. The satisfaction gained from beating a hard game or enemy is partly because of the game becoming your AI opponent, and personally I imagine the (human) developers when I'm beating a hard game. When that game is "beaten" it's a victory over the developers too.

Total nonsense.
 
If we leave apart the use of the word "gimmick", an although I am myself a single-player gamer almost exclusively, I think that the argument is interesting, well constructed and very well expressed. The problem is that for each example that he could use there would be at least another example in the opposite direction. Space Invaders, Pac-Man, those are maybe the most iconic electronic games in the early ages of videogames and both are inherently single player by design.
 
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