History Main / MisbegottenMultiplayerMode

29th Nov '17 11:33:50 AM BeerBaron
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* Bethesda Softworks added gratuitous multiplayer mode to the first ''Franchise/TheElderScrolls'' SpinOff, ''Battlespire''. They never did it again.

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* Bethesda Softworks added gratuitous Creator/{{Bethesda}} first attempted multiplayer mode to the first in ''Franchise/TheElderScrolls'' SpinOff, series with the DungeonCrawler spin-off, ''Battlespire''. They never did It was such a spectacular failure that they haven't attempted it again.again (outside of the designed MMO, ''VideoGame/TheElderScrollsOnline'').
25th Nov '17 1:29:53 PM rjd1922
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* ''VideoGame/{{Battletoads}}'', as pointed out by WebVideo/TheAngryVideoGameNerd. The number of items is not adjusted, the two players can hurt each other very easily (to a downright comical degree in level 2's case), and one of the levels becomes literally [[UnwinnableByMistake Unwinnable]] because of a glitch in programming. If one of the players dies, both are sent back to the last checkpoint, and if one player runs out of lives, both are sent to the start of the level without giving the other player their lost lives back. Later ''Battletoads'' games for consoles mitigated this a little by offering an alternate two-player mode where the players can't hurt each other.

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* ''VideoGame/{{Battletoads}}'', as pointed out by WebVideo/TheAngryVideoGameNerd. The number of items is not adjusted, the two players can hurt each other very easily (to a downright comical degree in level 2's case), and one of the levels becomes literally [[UnwinnableByMistake Unwinnable]] in the American version because of a glitch in programming. If one of the players dies, both are sent back to the last checkpoint, and if one player runs out of lives, both are sent to the start of the level without giving the other player their lost lives back. Later ''Battletoads'' games for consoles mitigated this a little by offering an alternate two-player mode where the players can't hurt each other.
25th Nov '17 1:28:13 PM rjd1922
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* ''VideoGame/{{BioShock 2}}'' had multiplayer that was [[SoOkayItsAverage passable]] unlike some of the examples here, but was still an incredibly obvious afterthought. This was a strange decision for a sequel to a ''very'' successful game lauded for being a first-rate single player experience. Predictably it was largely ignored by most players. When [[WordOfGod Ken Levine]] confirmed what many suspected, ''VideoGame/BioShockInfinite'' will have no multiplayer, the fans rejoiced. What's weird is that Levine's team commissioned at least one magazine article actually bragging about how much time the writers spent on ''[=BioShock=] 2'''s multiplayer mode, trying to fit the multiplayer mode into the ''[=BioShock=]'' canon as a little snapshot of how Rapture went to hell. The ''[=BioShock 2=]'' Multiplayer wasn't even included in the remastered ''[=BioShock=]: The Collection''.

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* ''VideoGame/{{BioShock 2}}'' had multiplayer that was [[SoOkayItsAverage passable]] unlike some of the examples here, but was still an incredibly obvious afterthought. This was a strange decision for a sequel to a ''very'' successful game lauded for being a first-rate single player experience. Predictably Predictably, it was largely ignored by most players. When [[WordOfGod Ken Levine]] confirmed what many suspected, ''VideoGame/BioShockInfinite'' will have no multiplayer, the fans rejoiced. What's weird is that Levine's team commissioned at least one magazine article actually bragging about how much time the writers spent on ''[=BioShock=] 2'''s multiplayer mode, trying to fit the multiplayer mode into the ''[=BioShock=]'' canon as a little snapshot of how Rapture went to hell. The Tellingly, the ''[=BioShock 2=]'' Multiplayer wasn't even included in the remastered ''[=BioShock=]: The Collection''.
5th Nov '17 3:47:51 AM Kadorhal
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* ''VideoGame/FirstEncounterAssaultRecon'', in singleplayer, is a dark, horror-themed shooter with BulletTime mechanics, incredible enemy AI, and a lot of supernatural nasties to deal with. ''First Encounter Assault Recon'' multiplayer is about as generic as you could get for 2005, taking singleplayer levels and dropping player spawns in for them to shoot each other over and over in with none of the various other good things about the game. It's telling that, even a couple years ''before'' the servers went offline with [=GameSpy=]'s shutdown, the second game's multiplayer had already been abandoned entirely.



* The developers of ''VideoGame/SpecOpsTheLine'' themselves despised the [[ExecutiveMeddling publisher-mandated]] multiplayer mode, calling it a tumor hanging off the game. Where the main game is ''Literature/HeartOfDarkness'' in [[SceneryGorn the ruins of Dubai]], the multiplayer is an uninspired, generic collection of modes. They themselves played no part in its development: it was outsourced to another studio altogether. Considering the game's nature as a deconstruction of modern military shooter games, it's justified that the multiplayer would be like that.

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* The developers of ''VideoGame/SpecOpsTheLine'' themselves despised the [[ExecutiveMeddling publisher-mandated]] multiplayer mode, calling it a tumor hanging off the game. Where the main game is ''Literature/HeartOfDarkness'' in [[SceneryGorn the ruins of Dubai]], the multiplayer is an uninspired, generic collection of modes.modes with little playtesting or thought put into it - it crashes constantly, you can kill people in less than a second, before they have a chance to realize they're being shot, ''and'' there's a hardcore mode that removes all HUD elements... [[DidntThinkThisThrough in a third person shooter where HUD elements are the only way to aim guns that are not sniper rifles]]. They themselves played no part in its development: it was outsourced to another studio altogether. Considering the game's nature as a deconstruction of modern military shooter games, it's justified that the multiplayer would be like that.
5th Oct '17 1:36:24 AM Medinoc
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There are video games designed primarily or exclusively for two or more players, ranging from CoOpMultiplayer to CompetitiveMultiplayer. Many video games, however, are really designed for a single player, and become painful with more than one player; other games may merely treat their multiplayer mode as nothing more than an afterthought.

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There are video games designed primarily or exclusively for two or more players, ranging from CoOpMultiplayer to CompetitiveMultiplayer. Many video games, however, are really designed for a single player, and become painful with more than one player; other games may merely treat their multiplayer mode as nothing more than an afterthought.
afterthought (that sometimes exist only because [[ExecutiveMeddling the developers were forced to add it in]]).
8th Jun '17 6:47:11 PM Kadorhal
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* In amateur game design forums, frequently a new user will bring up the idea of making a multiplayer ''AdventureGame'', such as ''VideoGame/KingsQuest'' or ''VideoGame/SpaceQuest''. None of them have, so far, been able to explain how exactly a linear non-replayable puzzle solving game is supposed to work with multiple players.

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* In amateur game design forums, frequently a new user will bring up the idea of making a multiplayer ''AdventureGame'', AdventureGame, such as ''VideoGame/KingsQuest'' or ''VideoGame/SpaceQuest''. None of them have, so far, been able to explain how exactly a linear non-replayable puzzle solving game is supposed to work with multiple players.
2nd Jun '17 8:00:15 AM Morgenthaler
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** As recounted by AlLowe, this was the [[http://www.allowe.com/Larry/4.htm original plan]] for ''VideoGame/LeisureSuitLarry 4'' but technical limitations ultimately put an end to the idea, resulting in it becoming a MissingEpisode.

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** As recounted by AlLowe, Creator/AlLowe, this was the [[http://www.allowe.com/Larry/4.htm original plan]] for ''VideoGame/LeisureSuitLarry 4'' but technical limitations ultimately put an end to the idea, resulting in it becoming a MissingEpisode.
29th Apr '17 10:23:36 AM rjd1922
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* ''VideoGame/{{BioShock 2}}'' had multiplayer that was [[SoOkayItsAverage passable]] unlike some of the examples here, but was still an incredibly obvious afterthought. This was a strange decision for a sequel to a ''very'' successful game lauded for being a first-rate single player experience. Predictably it was largely ignored by most players. When [[WordOfGod Ken Levine]] confirmed what many suspected, ''VideoGame/BioShockInfinite'' will have no multiplayer, the fans rejoiced. What's weird is that Levine's team commissioned at least one magazine article actually bragging about how much time the writers spent on ''[=BioShock=] 2'''s multiplayer mode, trying to fit the multiplayer mode into the ''[=BioShock=]'' canon as a little snapshot of how Rapture went to hell.

to:

* ''VideoGame/{{BioShock 2}}'' had multiplayer that was [[SoOkayItsAverage passable]] unlike some of the examples here, but was still an incredibly obvious afterthought. This was a strange decision for a sequel to a ''very'' successful game lauded for being a first-rate single player experience. Predictably it was largely ignored by most players. When [[WordOfGod Ken Levine]] confirmed what many suspected, ''VideoGame/BioShockInfinite'' will have no multiplayer, the fans rejoiced. What's weird is that Levine's team commissioned at least one magazine article actually bragging about how much time the writers spent on ''[=BioShock=] 2'''s multiplayer mode, trying to fit the multiplayer mode into the ''[=BioShock=]'' canon as a little snapshot of how Rapture went to hell. The ''[=BioShock 2=]'' Multiplayer wasn't even included in the remastered ''[=BioShock=]: The Collection''.
23rd Apr '17 5:10:11 PM nombretomado
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* ''Franchise/TalesSeries'' as a whole seems rather uncomfortable with handing out party members to multiple players, especially jarring when you consider that said multiplayer is one of the primary features that makes the series unique.

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* ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' as a whole seems rather uncomfortable with handing out party members to multiple players, especially jarring when you consider that said multiplayer is one of the primary features that makes the series unique.
18th Mar '17 8:30:33 AM Morgenthaler
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* ''GliderPRO'' has a two-player mode where the first player to leave a room (''Glider PRO'' is a non-scrolling game) must wait for the second glider to follow, or press a suicide button if it can't. The second-player controls being non-configurable (locked to the modifier keys) is only a minor annoyance compared to this.

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* ''GliderPRO'' ''VideoGame/GliderPRO'' has a two-player mode where the first player to leave a room (''Glider PRO'' is a non-scrolling game) must wait for the second glider to follow, or press a suicide button if it can't. The second-player controls being non-configurable (locked to the modifier keys) is only a minor annoyance compared to this.
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