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History Main / MisbegottenMultiplayerMode

13th May '16 4:08:32 PM TheOneWhoTropes
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* The PlayStationPortable version of the ''[[VideoGame/PeterJacksonsKingKong Peter Jackson's King Kong: The Official Game of the Movie]]'' added a [=WiFi=] multiplayer mode: Both of you played the same level in single-player, and the person who completed it fastest "won".

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* The PlayStationPortable UsefulNotes/PlayStationPortable version of the ''[[VideoGame/PeterJacksonsKingKong Peter Jackson's King Kong: The Official Game of the Movie]]'' added a [=WiFi=] multiplayer mode: Both of you played the same level in single-player, and the person who completed it fastest "won".
7th Apr '16 11:16:31 AM Morgenthaler
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* ''VideoGame/{{Wolfenstein|2009}}'' (2009). While [[ReturnToCastleWolfenstein the previous entry in its series]] was known for its excellent multiplayer, the new game managed to completely ignore the majority (if not all) of the innovations RTCW brought. No wonder, just about every fan of RTCW's/''Enemy Territory's'' multiplayer consider the 2009 game to be a complete joke in this regard. Heck, the team responsible for the multiplayer component getting fired on release speaks volumes. [[VideoGame/WolfensteinTheNewOrder The next game in the series]] got rid of multiplayer entirely.

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* ''VideoGame/{{Wolfenstein|2009}}'' (2009). While [[ReturnToCastleWolfenstein [[VideoGame/ReturnToCastleWolfenstein the previous entry in its series]] was known for its excellent multiplayer, the new game managed to completely ignore the majority (if not all) of the innovations RTCW brought. No wonder, just about every fan of RTCW's/''Enemy Territory's'' multiplayer consider the 2009 game to be a complete joke in this regard. Heck, the team responsible for the multiplayer component getting fired on release speaks volumes. [[VideoGame/WolfensteinTheNewOrder The next game in the series]] got rid of multiplayer entirely.



* Tom Clancy's ''GhostRecon'' was a decidedly difficult and engrossing game in single-player, due to the fact that bullets kill, and you want to keep your teammates alive for future missions. Good tactical placement of each member in the squad (to cover each other and lay down suppressing fire) is paramount, and stealth movement is therefore also very important. Of course, in Co-Op multiplayer mode, coordinating a surgical offensive is far more difficult, but is really pointless because unless all players are rubbish they can often work alone, killing enemies by the dozens whenever they spot them. It really takes the fun out of the game, and even placing hundreds of bots on the map doesn't really change anything.

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* Tom Clancy's ''GhostRecon'' ''VideoGame/GhostRecon'' was a decidedly difficult and engrossing game in single-player, due to the fact that bullets kill, and you want to keep your teammates alive for future missions. Good tactical placement of each member in the squad (to cover each other and lay down suppressing fire) is paramount, and stealth movement is therefore also very important. Of course, in Co-Op multiplayer mode, coordinating a surgical offensive is far more difficult, but is really pointless because unless all players are rubbish they can often work alone, killing enemies by the dozens whenever they spot them. It really takes the fun out of the game, and even placing hundreds of bots on the map doesn't really change anything.
3rd Apr '16 2:25:25 PM roothorick
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** ''VideoGame/TalesOfGraces'' handles multiplayer markedly better simply by retooling the combat camera with multiple modes, including one that keeps within view the target of every party member, all enemies, or every combatant. It still has the issue of out-of-combat menus being only accessible by the first controller, necessitating relaying intentions to player one, or passing the controller around.

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** ''VideoGame/TalesOfGraces'' handles multiplayer markedly better simply by retooling the combat camera with multiple modes, including one that keeps so you can keep within view everyone on the target of every party member, field, all enemies, or every combatant.just the targets of your party members. It still has the issue of out-of-combat menus being only accessible by the first controller, necessitating relaying intentions to player one, or passing the controller around.
3rd Apr '16 2:21:48 PM roothorick
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** Which came back with a vengeance in ''VideoGame/TalesOfZestiria''. Armatization fuses two characters into a single far more powerful one... leaving whoever was controlling the second character sitting there twiddling their thumbs. The pairs that can fuse are always slots 1 & 2, and 3 & 4... so if you have only two players and want to work around the issue by having the second player control the other player, they need to have controller ''3''. Worse, the already [[CameraScrew abysmal camera]] seems to get further confused by multiple players being present.

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** Which came back with a vengeance in ''VideoGame/TalesOfZestiria''. Armatization fuses two characters into a single far more powerful one... leaving whoever was controlling the second character sitting there twiddling their thumbs. The pairs that can fuse are always slots 1 & 2, and 3 & 4... so if you have only two players and want to work around the issue by having the second player control the other player, pair, they need to have controller ''3''. Worse, the already [[CameraScrew abysmal camera]] seems to get further confused by multiple players being present.
3rd Apr '16 2:20:31 PM roothorick
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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. Games that don't have a combat camera that screws the additional characters will incorporate some gameplay mechanic that reduces the number of controllable characters on the field, or at a minimum make it difficult for the other players to access the menus for manipulating their character's gear and Artes mappings.

to:

* ''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. Games that don't have a combat camera that screws the additional characters players will incorporate some gameplay mechanic that reduces the number of controllable characters on the field, or at a minimum make it difficult for the other players to access the menus for manipulating their character's gear and Artes mappings.



** ''VideoGame/TalesOfGraces'' handles multiplayer markedly better simply by retooling the combat camera with multiple modes, including one that keeps the target of every party member, all enemies, or every combatant. It still has the issue of out-of-combat menus being only accessible by the first controller, necessitating relaying intentions to player one, or passing the controller around.

to:

** ''VideoGame/TalesOfGraces'' handles multiplayer markedly better simply by retooling the combat camera with multiple modes, including one that keeps within view the target of every party member, all enemies, or every combatant. It still has the issue of out-of-combat menus being only accessible by the first controller, necessitating relaying intentions to player one, or passing the controller around.
3rd Apr '16 2:18:35 PM roothorick
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* The multiplayer in ''VideoGame/TalesOfSymphonia'' can be fun, but clearly not that much thought was put into designing it. The battle camera only follows the first player, like in the single player mode, so if the party spreads out, everyone else won't be able to tell what's happening. And managing the menus is very awkward with multiple people.
** The camera got fixed in the PS2 version... which [[NoExportForYou never left Japan]].
* In ''VideoGame/TalesOfXillia'', the link system clearly wasn't designed with multiplayer in mind. Instead of only allowing you to only link with AI controlled characters or switching character control, linking up to player 2 will ''lock the player out of the game''. Sure, you could go without linking... But you'll miss out on Mystic Artes for your trouble.

to:

* ''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. Games that don't have a combat camera that screws the additional characters will incorporate some gameplay mechanic that reduces the number of controllable characters on the field, or at a minimum make it difficult for the other players to access the menus for manipulating their character's gear and Artes mappings.
**
The multiplayer in ''VideoGame/TalesOfSymphonia'' can be fun, but clearly not that much thought was put into designing it. The battle camera only follows the first player, like in the single player mode, so if the party spreads out, everyone else won't be able to tell what's happening. And managing the menus is very awkward with multiple people.
** *** The camera got fixed in the PS2 version... which [[NoExportForYou never left Japan]].
* ** ''VideoGame/TalesOfGraces'' handles multiplayer markedly better simply by retooling the combat camera with multiple modes, including one that keeps the target of every party member, all enemies, or every combatant. It still has the issue of out-of-combat menus being only accessible by the first controller, necessitating relaying intentions to player one, or passing the controller around.
**
In ''VideoGame/TalesOfXillia'', the link system clearly wasn't designed with multiplayer in mind. Instead of only allowing you to only link with AI controlled characters or switching character control, linking up to player 2 will ''lock the player out of the game''. Sure, you could go without linking... But you'll miss out on Mystic Artes for your trouble.trouble.
** Which came back with a vengeance in ''VideoGame/TalesOfZestiria''. Armatization fuses two characters into a single far more powerful one... leaving whoever was controlling the second character sitting there twiddling their thumbs. The pairs that can fuse are always slots 1 & 2, and 3 & 4... so if you have only two players and want to work around the issue by having the second player control the other player, they need to have controller ''3''. Worse, the already [[CameraScrew abysmal camera]] seems to get further confused by multiple players being present.
24th Mar '16 1:50:11 PM TARINunit9
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* In the FanWork ''SuperSmashFlash'' series, you could battle it out with two players...but [[CameraScrew the camera always follows the first player]], ignoring the second.

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* In the FanWork ''SuperSmashFlash'' series, you could battle it out with two players... but [[CameraScrew the camera always follows the first player]], ignoring the second.



** Boss Battles. Works better than Home Run Contest does in co-op mode, but is still damn near unplayable on anything resembling a high difficulty level in said mode. Why? Because bosses have OneHitKill attacks, you have no continues, health restoration is massively limited and any one person dying/getting KOed immediately causes both to fail on the spot. As a result, playing this mode with friends (especially inexperienced ones trying to play the higher difficulty levels) usually ends in tears.

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** Boss Battles. Works better than Home Run Contest does in co-op mode, but is still damn near unplayable on anything resembling a high difficulty level in said mode. Why? Because every boss has ThatOneAttack and two of the ten bosses have OneHitKill attacks, you attacks. You have no continues, health restoration is massively limited and any one person dying/getting KOed immediately causes both to fail on the spot. As a result, playing this mode with friends (especially inexperienced ones trying to play the higher difficulty levels) usually ends in tears.tears, typically when both players get to the FinalBoss and one player fails to dodge the insta-kill Off Waves.
3rd Mar '16 7:02:42 PM Luc
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* ''VideoGame/BatmanArkhamOrigins" had a fairly odd one: It was a 3v3v2 game, the 2 being Batman and Robin, and the 3s being Joker and Bane's gangs. The Gangs play like an ordinary 3rd Person Shooter, and the Heroes play like, well, a Batman Arkham Game. The result wasn't bad, exactly, but it ''was'' mostly forgotten shortly after the game's release.

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* ''VideoGame/BatmanArkhamOrigins" ''VideoGame/BatmanArkhamOrigins'' had a fairly odd one: It was a 3v3v2 game, the 2 being Batman and Robin, and the 3s being Joker and Bane's gangs. The Gangs play like an ordinary 3rd Person Shooter, and the Heroes play like, well, a Batman Arkham Game. The result wasn't bad, exactly, but it ''was'' mostly forgotten shortly after the game's release.
3rd Mar '16 7:02:30 PM Luc
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Added DiffLines:


[[folder:Unsorted]]
* ''VideoGame/BatmanArkhamOrigins" had a fairly odd one: It was a 3v3v2 game, the 2 being Batman and Robin, and the 3s being Joker and Bane's gangs. The Gangs play like an ordinary 3rd Person Shooter, and the Heroes play like, well, a Batman Arkham Game. The result wasn't bad, exactly, but it ''was'' mostly forgotten shortly after the game's release.
[[/folder]]
24th Feb '16 7:12:47 AM LucaEarlgrey
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* ''VideoGame/{{beatmania}}'' and early versions of ''beatmania IIDX'' simply weren't designed well for two players, despite their interfaces being designed to accomodate two players at all times even when only one player is active, except in DoublePlay mode. Both players have to play on the same difficulty, and have to play using the same modifiers, which is a problem for players with differing scroll speed preferences. However, ''beatmania III'' and ''beatmania IIDX 10th Style'' to present allow players to set their own modifiers, and ''beatmania IIDX 14 GOLD'' onwards even allows players to select different ''difficulties'' for most songs. Despite all of this, however, most players prefer to play single-player, for two reasons: Each side has the turntable in a different position (1P has it on the left side of the keys, 2P has it on the right), meaning that two players who have the same turntable preference cannot play together unless one of them uses the "Auto-Scratch" modifier (which reduces maximum score) or is somehow adept with both sides, and even barring that, two players on the same cabinet can easily bump elbows by accident depending on players' body structures and stances (for example, tall players tend to play with their legs spread out to compensate for the fact that the cabinet seems to be designed for players around the 5'0"-5'5" range).

to:

* ''VideoGame/{{beatmania}}'' and early versions of ''beatmania IIDX'' simply weren't designed well for two players, despite their interfaces being designed to accomodate two players at all times even when only one player is active, except in DoublePlay mode. Both players have to play on the same difficulty, and have to play using the same modifiers, which is a problem for players with differing scroll speed preferences. However, ''beatmania III'' and ''beatmania IIDX 10th Style'' to present allow players to set their own modifiers, and ''beatmania IIDX 14 GOLD'' onwards even allows players to select different ''difficulties'' for most songs. Despite all of this, however, most players prefer to play single-player, for two reasons: Each side has the turntable in a different position (1P has it on the left side of the keys, 2P has it on the right), meaning that two players who have the same turntable preference cannot play together unless one of them uses the "Auto-Scratch" modifier (which reduces maximum score) or is somehow adept with both sides, and even barring that, two players on the same cabinet can easily bump elbows and feet by accident depending on players' body structures and stances (for example, tall players tend to play with their legs spread out to compensate for the fact that the cabinet seems to be designed for players around the 5'0"-5'5" range).
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