sjpelkessjpeler wrote...
Do not know if this is mentioned at all in the thread but was talking to a friend about mp in a game...
If I understood correctly the gameplay of the sp game has to be adapted to the mp gameplay. This means a major change in the overall design of the sp game. The sp grounds would be the training grounds for the mp. Somehow this does not seem to be something positive for the sp.....
Also the mp of ME had additional recharge time which was also in the sp campaign. Did not play ME myself so quoting the person that told me this. A heavier weapon for a mage would take longer to recharge and to be used in battle if the same mechanics would be used in DA3. Something that really is something that has no place in a sp game imo
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Gameplay of a singleplayer game need not "be adapted" for the multiplayer gameplay. There's nothing stopping a game's multiplayer from using the exact same gameplay as the single player game. I doubt the mechanics of how I play through Saints Row: The Third would be any different if it was purely a single player game. To me it seems very much like it'd play just the same way regardless.
DAO already had "heavier weapons take longer to recharge" and there's no sign of multiplayer.
It also depends on the style of multiplayer. If a game has PvP multiplayer, then abilities will need to be balanced against each other to ensure that their cost is appropriate for their function. If it's more of a horde mode, some level of balance is still needed but given it is innately not as competitive of an environment, if one class has a cheap ability that turns out to be very powerful, the cost is less. If the multiplayer is campaign cooperative, then you likely don't need to even consider changing a thing.
That's not to say the single player game cannot benefit either though. If a game's multiplayer mode is combat heavy, what it does mean is that the combat systems will see additional iteration. A seldomly chosen skill may not actually work (this actually happened in DA2), but more eyes on the combat system will catch this. This ensures that this ability will now also work in the single player campaign. Subtler effects like combat animations can be improved upon, and other things can come as well. More thought into multiple character class combo type stuff that is motivated by a desire to make multiplayer more fun ends up positively affecting single player as well. On a lower level, multiplayer programmers may fix bugs (in a variety of systems) that end up affecting both single player and multiplayer. A general issue that's more easily reproduced in a multiplayer environment is probably going to be fixed by a multiplayer programmer since his team will have greater visibility on it.
Even in the case of Mass Effect 3, there are levels that ended up added to the single player campaign that were created for the multiplayer component. Now many feel that the N7 missions weren't very well done, but there's nothing inherent that requires this to be the case. Whether or not a level is interestingly used still come back to the single player design and writing.
Yes, multiplayer can be bad for single player if suddenly a team feels that the multiplayer component needs a lot more work. A decision has to be made here, such as cutting, or perhaps reducing scope, or yes possibly reallocating manpower. The latter isn't the default decision, though I think many think it is.
For example, I am playing Shogun 2 in a co-op campaign, and I still build the buildings just the same, and I still fight the battles with the same rules. It's just a bit nicer because my friend can help me manage my units so I have less need to pause and micromanage in the larger battles since he's controlling half of the units. We both have fun although the Shoni just declared war on me which is a bit earlier than I was anticipating :S