History Main / MisbegottenMultiplayerMode

13th May '18 10:04:59 AM __Vano
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This was standard for computer games developed before fast local network and Internet availability. Even hit networked games like ''VideoGame/CounterStrike'' were developed as an addon to a single-player campaign. On the contrary, consoles of the time (except handheld ones) had at least two controllers, so many games could offer one-player and two-player modes that stood on roughly equal grounds.
1st May '18 3:29:27 PM LucaEarlgrey
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* The console versions of ''VideoGame/SanFranciscoRush'' reduce the number of competitors (players included) from 8 to 6, likely due to hardware limitations.

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* The console versions of ''VideoGame/SanFranciscoRush'' reduce the number of competitors (players included) from 8 to 6, 6 in a two-player game, likely due to hardware limitations.
1st May '18 3:25:25 PM LucaEarlgrey
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* ''VideoGame/{{GITADORA}}'' typically averts this trope, being a pair of music games, ''[=GuitarFreaks=]'' and ''drummania'', that are designed to be linked to each other so that up to three players can play as a simulated band. However, this trope comes into play with the two versions of the games that allow linking up with ''Keyboardmania'', as a three-game Session Play limits the songlist to about 10 songs.
1st May '18 3:19:20 PM LucaEarlgrey
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* ''VideoGame/LoveLiveSchoolIdolFestival'' has the occasional Score Match event. In a Score Match, up to four players (with CPU players filling in empty spaces if there are any when matchmaking ends) play a song together and earn event points based on their standing at the end. Unfortunately, there are two issues with this. First, you cannot see your opponents' scores until the end of the song, so matches feel more like lotteries. Second, ''LLSIF'' is a game where the cards you put into your formation influence your score alongside with your in-song performance; you can play the song perfectly and still lose out to someone who doesn't but has better cards than you, or worse come in last place, making you feel like you may as well have goofed off completely.

to:

* ''VideoGame/LoveLiveSchoolIdolFestival'' has the occasional Score Match event. In a Score Match, up to four players (with CPU players filling in empty spaces if there are any when matchmaking ends) play a song together and earn event points based on their standing at the end. Unfortunately, there are two issues with this. First, you cannot see your opponents' scores until the end of the song, so matches feel more like lotteries. Second, ''LLSIF'' is a game where the cards you put into your formation influence your score alongside with your in-song performance; you can play the song perfectly and still lose out to someone who doesn't but has better cards than you, or worse come in last place, making you feel like you may as well have goofed off completely. It's rather telling that the next idol rhythm game Bushiroad would publish, ''Anime/BangDream Girls Band Party'' instead uses CoOpMultiplayer.
1st May '18 3:15:00 PM 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 still 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). Even the ''IIDX'' championships at the annual Konami Arcade Championship allow players to take turns on the cabinet one at a time so that every player can play with their preferred side.

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 still 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). Even the ''IIDX'' championships at the annual Konami Arcade Championship allow players to take turns on the cabinet one at a time so that every player can play with their preferred side.side, unlike other games at KAC where players play 2 or 4 at a time depending on the game.
1st May '18 3:14:07 PM 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 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).

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 still 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).range). Even the ''IIDX'' championships at the annual Konami Arcade Championship allow players to take turns on the cabinet one at a time so that every player can play with their preferred side.
1st May '18 3:10:01 PM LucaEarlgrey
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* The console versions of ''VideoGame/SanFranciscoRush'' reduce the number of competitors (players included) from 8 to 6, likely due to hardware limitations.
28th Apr '18 2:30:24 PM LucaEarlgrey
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* ''VideoGame/LoveLiveSchoolIdolFestival'' has the occasional Score Match event. In a Score Match, up to four players (with CPU players filling in empty spaces if there are any when matchmaking ends) play a song together and earn event points based on their standing at the end. Unfortunately, there are two issues with this. First, you cannot see your opponents' scores until the end of the song, so matches feel more like lotteries. Second, ''LLSIF'' is a game where the cards you put into your formation influence your score alongside with your in-song performance; you can play the song perfectly and still lose out to someone who doesn't but has better cards than you, or worse come in last place, making you feel like you may as well have goofed off completely.
28th Apr '18 2:23:31 PM LucaEarlgrey
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[[folder: Puzzle Game]]
* The original ''VideoGame/TetrisTheGrandMaster'' has two mutually-exclusive settings for multiplayer. On one setting, if a second player enters the game, the first player's game is stopped in order to start a versus match; as such, players going for records or the Grand Master rank would have to force joining players to wait, and getting interrupted by a joining player disqualifies the first player from getting on the ranking tables. The other option allows both players to play at the same time without disrupting each other's game, but at the cost of versus mode. This was corrected from the second game onwards, where 1. joining players can choose not to challenge someone who is currently playing and can just start a single-player game of their own and 2. pressing your start button locks out the other player from joining.
[[/folder]]
25th Apr '18 1:21:04 PM Saber15
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[[folder: Simulation]]
* Inverted in ''Videogame/{{Chromehounds}}'', a mecha game built around declaring allegiance with one of three nations and waging a persistent war on a RiskStyleMap. The singleplayer, taking place immediately before the outbreak of war, is a series of glorified tutorials with minimal replayability that teaches the basic gameplay mechanics for the six "classes" and unlocks a paltry set of parts for the multiplayer DesignItYourselfEquipment.
[[/folder]]
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