LFDog wrote...
Multiplayer = complexity in development.
Yes. I think there is a misconception that MP is just something that can be tacked on to a game. Akin to changing/updating the user interface, for example, or enhancing combat mechanics. This is just not the case.
Let's clear this up, without any consideration of the subjective side of the debate.
Developing for multiplayer is an important game engine decision that is best made up front. It can get complicated, and it can affect just about every code module -- timing/scheduling, AI, rendering chain, player input, memory management, scripting engine, etc. must all accomodate. Also, the gameplay itself would need an entire overhaul to make it balanced and fun. It would arguably be easier to add mounted combat, swimming, jumping, skiing, driving, and real-time combat with ninja swords than to "just add MP". It would be massive undertaking for even the largest development houses (who are used to thinking in millions of dollars).
Since game developers work on a limited budget, provided by publishers ( who weigh profit vs. development cost), something else has to give. This is the nature of beast, so to speak. So thinking that DA:O Multiplayer would be DA:O Singleplayer with a MP option that can be turned on/off is incorrect. DA:O (in it's current, massive form) + Multiplayer would cost a studio large amounts of money, because most customers are not going to pay double price for a video game. You might, but that will not make up for the loss.
This is why many are against MP. Not because MP is bad, dumb, childish, not fun, or whatever (all subjective). But because DA:O would be less of a single-player game than it currently is if there was multiplayer.
NOTE: By MP, I am talking small, not MMO. MMO is an entirely different animal altogether, so much so that it requires an entirely different business plan and investment model even before a single programmer is hired.





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