History Main / MisbegottenMultiplayerMode

27th Sep '16 10:32:53 PM MyFinalEdits
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27th Sep '16 10:32:26 PM MyFinalEdits
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* The multiplayer modes in ''VideoGame/{{Painkiller}}'' are considered by some to be an afterthought, shoehorned on top of the single-player mode by the publishers' demand...but that didn't stop the Cyberathlete Professional League from choosing ''VideoGame/{{Painkiller}}'' as their official 2005 World Tour game.
** Subverted by Painkiller: Lite Edition, which only contains the multiplayer mode of Painkiller.

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* The multiplayer modes in ''VideoGame/{{Painkiller}}'' are considered by some to be an afterthought, shoehorned on top of the single-player mode by the publishers' demand...but that didn't stop the Cyberathlete Professional League from choosing ''VideoGame/{{Painkiller}}'' as their official 2005 World Tour game.
**
game. Subverted by Painkiller: Lite Edition, which only contains the multiplayer mode of Painkiller.



** Arguably, ''[[VideoGame/{{Doom2016}} Doom (2016)]]'' didn't fair much better. While [[LevelEditor SnapMap]] was designed with a long term in mind, the base multiplayer (outsourced to Certain Affinity who have a long history with the ''CallOfDuty'' and ''Halo'' franchises to the point of co-developing multiplayer for Halo 4 and Call of Duty: Ghosts, [[BrokenBase both maligned games among their fanbases]]) reeks of half-baked design and a significant lack of staying power combined with how plain unbalanced the whole multiplayer is. Most of the gamemodes that aren't Team Deathmatch or Warpath are already abandoned and emptied out of players. It barely plays like the much-acclaimed singleplayer, and most reviews wrote off the multiplayer as an unfortunate misstep or a tacked-on NecessaryEvil in today's industry. It ''isn't'' helped by the fact that the only planned DownloadableContent is multiplayer-only (although at least snapmappers get the new items, demons and weapons for free usage).
27th Sep '16 10:17:44 PM Raikoh
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** Arguably, ''[[VideoGame/{{Doom2016}} Doom (2016)]]'' didn't fair much better. While [[LevelEditor SnapMap]] was designed with a long term in mind, the base multiplayer (outsourced to Certain Affinity who have a long history with the ''CallOfDuty'' and ''Halo'' franchises to the point of co-developing multiplayer for Halo 4 and Call of Duty: Ghosts, [[BrokenBase both maligned games among their fanbases]]) reeks of half-baked design and a significant lack of staying power combined with how plain unbalanced the whole multiplayer is. Most of the gamemodes that aren't Team Deathmatch or Warpath are already abandoned and emptied out of players. It barely plays like the much-acclaimed singleplayer, and most reviews wrote off the multiplayer as an unfortunate misstep or a tacked-on NecessaryEvil in today's industry. It ''isn't'' helped by the fact that the only planned DownloadableContent is multiplayer-only (although at least snapmappers get the new items, demons and weapons for free usage).
24th Sep '16 4:49:22 PM MyFinalEdits
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* ''VideoGame/DonkeyKongCountryReturns'' and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]''has a co-op mode which seems to benefit gameplay as both Kongs can move separately AND tag along to use the single-player version moves. However, due to the NintendoHard difficulty and that, unlike ''VideoGame/NewSuperMarioBrosWii'', players share lives, it can become a hindrance.

to:

* ''VideoGame/DonkeyKongCountryReturns'' and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]''has Freeze]]'' have a co-op mode which seems to benefit gameplay as both Kongs can move separately AND tag along to use the single-player version moves. However, due to the NintendoHard difficulty and that, unlike ''VideoGame/NewSuperMarioBrosWii'', the ''VideoGame/NewSuperMarioBros'' sub-series, players share lives, it can become a hindrance.
24th Sep '16 4:47:52 PM MyFinalEdits
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* ''VideoGame/MetroidPrime2Echoes'' includes a lackluster competitive multiplayer mode. Up to four players can play as {{Palette Swap}}ped Samuses (the cool-looking armor upgrades from the main game aren't available even as skins) in a few standard split-screen modes (deathmatch, capture-the-flag, etc.) on some unimaginative maps. There are a few [[MultiplayerOnlyItem Multiplayer-Only Items]]. It was seemingly thrown in just because multiplayer was big in [=FPSs=] at the time (thanks to ''Franchise/{{Halo}}''), even though ''Franchise/{{Metroid}}'' games are all about exploration and puzzle-solving no matter what the player's viewpoint is. On the other hand, it was a forerunner for the far more well-rounded and popular online multiplayer mode in ''VideoGame/MetroidPrimeHunters''. The next "main-series" game, ''[[VideoGame/MetroidPrime3Corruption Corruption]]'', returns to single-player only.

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* ''VideoGame/MetroidPrime2Echoes'' includes a lackluster competitive multiplayer mode. Up to four players can play as {{Palette Swap}}ped Samuses (the cool-looking armor upgrades from the main game aren't available even as skins) in a few standard split-screen modes (deathmatch, capture-the-flag, etc.) on some unimaginative maps. There are a few [[MultiplayerOnlyItem Multiplayer-Only Items]]. It was seemingly thrown in just because multiplayer was big in [=FPSs=] at the time (thanks to ''Franchise/{{Halo}}''), even though ''Franchise/{{Metroid}}'' games are all about exploration and puzzle-solving no matter what the player's viewpoint is. On the other hand, it was In a forerunner for the far reverse case, ''VideoGame/MetroidPrimeHunters'' added a much more well-rounded and popular online and developed multiplayer mode in ''VideoGame/MetroidPrimeHunters''. mode, but at the expense of a criticized single-player mode. The next "main-series" game, installments, ''[[VideoGame/MetroidPrime3Corruption Corruption]]'', returns Corruption]]'' and ''[[VideoGame/MetroidOtherM Other M]]'', return to single-player only.



** Some PC arcade sticks emulate keyboards, so that isn't all bad. The game would be tricked into thinking that all four players were using one keyboard, when in reality they would be using four arcade sticks and three buttons each.



* ''VideoGame/SuperMarioGalaxy''. The second player can fire star bits at enemies! And make Mario jump! Two things that Mario can already do, much more conveniently and under his own discretion! [[SarcasmMode How awesome!]] Thankfully averted in ''VideoGame/SuperMarioGalaxy2'', though, where the Co-Star Luma (controlled by player 2) can grab all sorts of items and power-ups (bar the Rainbow Star), and, in addition to freezing foes, also do its own Spin, which is just as effective as Mario's.
* ''VideoGame/NewSuperMarioBrosWii'' is an interesting mix of this and SocializationBonus. When there are two or more people playing, if one dies but has at least one extra life while the other remains alive, they can be rescued a while later. The characters' heads are also [[GoombaSpringboard rather good as trampolines]], and two small characters carrying each other can break blocks just like their Super versions. More items spawn from "?" Blocks as well. However, more often than not, the players will get in the way of each other, often leading to mis-obtained items, {{Total Party Kill}}s and much frustration, as any co-op LetsPlay can prove.
** Makes a return in ''VideoGame/NewSuperMarioBros2'' with the same mix and retains every example from its Wii-predecessor noted above. Curiously enough, the game adds another advantage and disadvantage each: Playing co-op doubles the amount of coins earned at the end of each level, which is kind of pointless since this game takes coin gathering UpToEleven, but the camera only follows whichever player is the current leader, Sonic & Tails-style. The latter is particularly stupid as each player are no longer limited to sharing a single screen and said leader status can be stolen, either by [[VideoGameCrueltyPotential ground pounding or killing the leader]] or simply getting to a checkpoint or stage transition first.
** ''VideoGame/SuperMario3DWorld'' takes all the problems that New Super Mario Bros. Wii had for its multiplayer and adds even more issues. Along with sharing lives between players, power-ups that one player can steal from the rest of the group, CameraScrew, and bouncing off of each other, 3D World also maps many of the context sensitive actions to a single button. This means that you decide to press the button to run and you're next to another player, you'll wind up grabbing them instead.
* ''VideoGame/SonicTheHedgehog2'' and 3 for the UsefulNotes/SegaGenesis are an odd case. They have competitive multiplayer modes, which are fine, but you can also have 2 players in single-player mode. Player 1 controls Sonic, while Player 2 controls Tails... but if Tails goes offscreen, which happens often, you have to wait until he flies back onscreen and lands. If Tails dies, he comes back the same as if he goes offscreen, but if Sonic dies, both players go back to the last checkpoint. And that's only the tip of the iceberg. On the other hand, if you can get someone to play with you during the Special Stages, getting the Chaos Emeralds becomes much easier. The Special Stages work much better with multiple players than the acts do.

to:

* ''VideoGame/SuperMarioGalaxy''. The second player player's actions are very limited in comparison to those of the first: They can only fire star bits at enemies! And enemies and make Mario jump! Two jump higher, two things that Mario can already do, do much more conveniently and under his own discretion! [[SarcasmMode How awesome!]] Thankfully discretion in single-player mode. This is averted in ''VideoGame/SuperMarioGalaxy2'', though, where the Co-Star Luma (controlled by player 2) can grab all sorts of items and power-ups (bar the Rainbow Star), and, in addition to freezing foes, also do its own Spin, which is just as effective as Mario's.
* ''Franchise/SuperMarioBros'' is an interesting mix of this and SocializationBonus.
** In
''VideoGame/NewSuperMarioBrosWii'' is an interesting mix of this and SocializationBonus. When ''[[VideoGame/NewSuperMarioBrosU U]]'', when there are two or more people playing, if one dies but has at least one extra life while the other remains alive, they can be rescued a while later. The characters' heads are also [[GoombaSpringboard rather good as trampolines]], and two small characters carrying each other can break blocks just like their Super versions. More items spawn from "?" Blocks as well. However, more often than not, the players will get in the way of each other, often leading to mis-obtained items, {{Total Party Kill}}s and much frustration, as any co-op LetsPlay can prove.
** Makes This makes a return in ''VideoGame/NewSuperMarioBros2'' with the same mix and retains every example from its Wii-predecessor noted above.related entries. Curiously enough, the game adds another advantage and disadvantage each: Playing co-op doubles the amount of coins earned at the end of each level, which is kind of pointless since this game takes coin gathering UpToEleven, but the camera only follows whichever player is the current leader, Sonic & Tails-style. The latter is particularly stupid as each player are no longer limited to sharing a single screen and said leader status can be stolen, either by [[VideoGameCrueltyPotential ground pounding or killing the leader]] or simply getting to a checkpoint or stage transition first.
** ''VideoGame/SuperMario3DWorld'' takes all the problems that New Super Mario Bros. Wii the ''VideoGame/NewSuperMarioBros'' games had for its multiplayer and adds even more issues. Along with sharing lives between players, power-ups that one player can steal from the rest of the group, CameraScrew, and bouncing off of each other, 3D World ''3D World'' also maps many of the context sensitive actions to a single button. This means that you decide to press the button to run and you're next to another player, you'll wind up grabbing them instead.
* ''Franchise/SonicTheHedgeHog'':
**
''VideoGame/SonicTheHedgehog2'' and 3 for the UsefulNotes/SegaGenesis are an odd case. They have competitive multiplayer modes, which are fine, but you can also have 2 players in single-player mode. Player 1 controls Sonic, while Player 2 controls Tails... but if Tails goes offscreen, which happens often, you have to wait until he flies back onscreen and lands. If Tails dies, he comes back the same as if he goes offscreen, but if Sonic dies, both players go back to the last checkpoint. And that's only the tip of the iceberg. On the other hand, if you can get someone to play with you during the Special Stages, getting the Chaos Emeralds becomes much easier. The Special Stages work much better with multiple players than the acts do.



* ''VideoGame/DonkeyKongCountryReturns'' has a co-op mode which seems to benefit gameplay as both Kongs can move separately AND tag along to use the single-player version moves. However, due to the NintendoHard difficulty and that, unlike ''VideoGame/NewSuperMarioBrosWii'', players share lives, it can become a hindrance.

to:

* ''VideoGame/DonkeyKongCountryReturns'' has and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]''has a co-op mode which seems to benefit gameplay as both Kongs can move separately AND tag along to use the single-player version moves. However, due to the NintendoHard difficulty and that, unlike ''VideoGame/NewSuperMarioBrosWii'', players share lives, it can become a hindrance.



* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had a 2-player mode that was just like the ''Franchise/FinalFantasy'' examples above. Or worse, since your party is only 3 characters in this game, while all the above examples have 4-man parties, so ''someone'' is only getting one character.
** Could be even worse, since although there are six playable characters, when 2-player mode is activated, the game doles out a pre-set selection of characters to a player ([[TheHero Berethor]], [[MagicKnight Hadhod]], and [[TheGenericGuy Eaoden]] to Player 1, [[SquishyWizard Idrial]], [[{{Trickster}} Morwen]], and Elegost to Player 2). Thus, it's possible for a single person to be playing on 2-player mode because the other three characters (who are assigned to the other person) are useless for the scenario.
* Believe it or not, but the early Infinity Engine video games (''VideoGame/BaldursGate'', ''VideoGame/IcewindDale'') were all geared towards multiplayer as a legacy of their prototype, ''Battleground Infinity''. Although the multiplayer modes in those games were quite sound, they have been completely overshadowed by the single-player campaigns, so very few actually remember them nowadays. The multiplayer mode for ''Baldur's Gate'' is still mentioned in some guides, walkthroughs, etc.: it is possible to use it to have an all-player created party without actually being multiplayer.
** The Multi-player feature is incredibly useful...in single-player! Because of the ability to freely import and export characters in multiplayer, players can form their own parties that aren't constrained to the sometimes underwhelming {{NPC}}s, as mentioned, even the main character can freely be swapped in and out without restriction. Saved games can be set up to certain locations of the game that allow different characters to try them quickly, and of course exploits can be done to make uber characters.

to:

* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had a 2-player mode that was just like the ''Franchise/FinalFantasy'' examples above. Or worse, since your party is only 3 characters in this game, while all the above examples have 4-man parties, so ''someone'' is only getting one character.
** Could be even worse, since although there are six playable characters,
character. Also, when 2-player mode is activated, the game doles out a pre-set selection of characters to a player ([[TheHero Berethor]], [[MagicKnight Hadhod]], and [[TheGenericGuy Eaoden]] to Player 1, [[SquishyWizard Idrial]], [[{{Trickster}} Morwen]], and Elegost to Player 2). Thus, it's possible for a single person to be playing on 2-player mode because the other three characters (who are assigned to the other person) are useless for the scenario.
* Believe it or not, but the early Infinity Engine video games (''VideoGame/BaldursGate'', ''VideoGame/IcewindDale'') were all geared towards multiplayer as a legacy of their prototype, ''Battleground Infinity''. Although the multiplayer modes in those games were quite sound, they have been completely overshadowed by the single-player campaigns, so very few actually remember them nowadays. The multiplayer mode for ''Baldur's Gate'' is still mentioned in some guides, walkthroughs, etc.: it is possible to use it to have an all-player created party without actually being multiplayer.
** The
multiplayer. In fact, the Multi-player feature is incredibly useful...in single-player! Because of the ability to freely import and export characters in multiplayer, players can form their own parties that aren't constrained to the sometimes underwhelming {{NPC}}s, as mentioned, even the main character can freely be swapped in and out without restriction. Saved games can be set up to certain locations of the game that allow different characters to try them quickly, and of course exploits can be done to make uber characters.



* ''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 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.
** 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]].

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. unique.
**
Games that don't have a combat camera that screws the additional 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.
** 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.
***
people. The camera got fixed in the [=PS2=] version... which [[NoExportForYou never left Japan]].



** 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 pair, they need to have controller ''3''. Worse, the already [[CameraScrew abysmal camera]] seems to get further confused by multiple players being present.

to:

** 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 pair, they need to have controller ''3''. Worse, the already [[CameraScrew abysmal camera]] seems to get further confused by multiple players being present.



* ''VideoGame/PsiOpsTheMindgateConspiracy'' is primarily a first person shooter with PsychicPowers. It has a [=CoOp=] mode that allows Player 1 to steer and shoot the weapons, and Player 2 to control the psychic powers. Unless both players are on the same page on what to do, things can get very... strange. Considering the dev team had so much trouble assigning buttons they couldn't find a way to fit in rolling or dodging (and thus both are absent from the game), this would be an ideal solution to games with lots of powers... if you had four arms or really good teamwork with player two (but lets be honest, the first is likelier).
** One game along these lines was the original ''MechWarrior'' on the SNES, in which one player did the steering and the other aimed the turret.
* Despite the story offering the perfect setup for 2-player co-op, the only online multiplayer in ''KaneAndLynch'' is a 4-8 player bank robbery mode with no connection to the main story.

to:

* ''VideoGame/PsiOpsTheMindgateConspiracy'' is primarily a first person shooter with PsychicPowers. It has a [=CoOp=] mode that allows Player 1 to steer and shoot the weapons, and Player 2 to control the psychic powers. Unless both players are on the same page on what to do, things can get very... strange. Considering the dev team had so much trouble assigning buttons they couldn't find a way to fit in rolling or dodging (and thus both are absent from the game), this would be an ideal solution to games with lots of powers... if you had four arms or really good teamwork with player two (but lets be honest, the first is likelier).
**
likelier). One game along these lines was the original ''MechWarrior'' ''VideoGame/MechWarrior'' on the SNES, in which one player did the steering and the other aimed the turret.
* Despite the story offering the perfect setup for 2-player co-op, the only online multiplayer in ''KaneAndLynch'' ''VideoGame/KaneAndLynch'' is a 4-8 player bank robbery mode with no connection to the main story.



* 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, [[FridgeBrilliance it sort of makes sense]] that the multiplayer would be like that.

to:

* 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, [[FridgeBrilliance it sort of makes sense]] it's justified that the multiplayer would be like that.
29th Aug '16 12:46:15 PM DoctorWorm
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* ''VideoGame/MassEffect3'' is an odd example. The single-player mode, of course, is excellent, and the multiplayer mode is a decent shooter experience, but the game caught a ''tremendous'' amount of flak for its attempt to force people who wanted a good ending in single-player to play multiplayer by linking Effective Military Strength to success in either the multiplayer game or [[RevenueEnhancingDevices other tie-in games]]. Since the Extended Cut DLC, though, it's become more-or-less possible (and with more DLC, easy enough) to get the best endings without playing multiplayer, and increasing Readiness through multiplayer is now completely optional.

to:

* ''VideoGame/MassEffect3'' is an odd example. The single-player mode, of course, is excellent, and the multiplayer mode is a decent shooter experience, but the game caught a ''tremendous'' amount of flak for its attempt to force people who wanted a good ending in single-player to play multiplayer by linking Effective Military Strength to success in either the multiplayer game or [[RevenueEnhancingDevices other tie-in games]]. [[labelnote:Explanation]]The game's ending was determined, in part, by the total strength of the assorted forces the player spends the game assembling. The raw strength is then multiplied by the player's "Readiness" percentage, which is increased by playing the multiplayer, but decays a few percent each real-world day.[[/labelnote]] Since the Extended Cut DLC, though, it's become more-or-less possible (and with more DLC, easy enough) to get the best endings without playing multiplayer, and increasing Readiness through multiplayer is now completely optional.
12th Aug '16 2:59:43 PM Steven
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* ''VideoGame/{{BioShock 2}}'''s multiplayer was [[SoOkItsAverage 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}}'''s 2}}'' had multiplayer that was [[SoOkItsAverage 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.
8th Aug '16 11:03:34 AM johnnye
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* ''VideoGame/RiseOfTheRobots'' only allows Player 1 to play as the "hero" Cyborg, whereas Player 2 can choose any of the enemies. Player 1 will die. A lot.
** To elaborate, in order to [[FakeDifficulty give the player a challenge in one player mode]] each robot you face, rather than having a better AI (as the game claimed they would), they would just do more damage per hit. By the time you got up to [[WakeupCallBoss Crusher]], he was able to do knock quarters off your health and by the time you got up to fighters like Sentry and [[BigBad Supervisor]], nearly every move they could throw WILL take MULTIPLE quarters off of your health. When in multi-player mode, the robots were not re-balanced. [[SchmuckBait Oh, and you can unlock Supervisor for 2P mode. Enjoy.]]

to:

* ''VideoGame/RiseOfTheRobots'' only allows Player 1 to play as the "hero" Cyborg, whereas Player 2 can choose any of the enemies. Player 1 will die. A lot.
** To elaborate, in
lot. In order to [[FakeDifficulty give the player a challenge in one player mode]] mode, each robot you face, rather than having a better AI (as the game claimed they would), they would [[FakeDifficulty just do more damage per hit. hit]]. By the time you got get up to [[WakeupCallBoss Crusher]], he was he's able to do knock quarters off your health health, and by the time you got get up to fighters like Sentry and [[BigBad Supervisor]], nearly every move they could can throw WILL take MULTIPLE quarters off of your health. When in multi-player mode, the robots were not re-balanced. [[SchmuckBait Oh, and you can unlock Supervisor for 2P mode. Enjoy.]]



* Sadly, ''VideoGame/{{Doom 3}}''. The guns were poorly balanced, the game shipped with almost no multiplayer modes, and the critical part of the engine was its ability to render quality shadows. Of course, every multiplayer gamer ever turns shadow quality down to get performance.
** What's worse, ''Doom 3''[='s=] own copy protection only locked out the multiplayer modes from the game unless the game was properly activated, which might have factored in on the quick demise of ''Doom 3'' multiplayer.
* ''VideoGame/{{Wolfenstein|2009}}'' (2009). While [[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.
** Didn't help that it had graphics downgraded compared to the singleplayer version.

to:

* Sadly, ''VideoGame/{{Doom 3}}''. The guns were poorly balanced, the game shipped with almost no multiplayer modes, and the critical part of the engine was its ability to render quality shadows. Of course, every multiplayer gamer ever turns shadow quality down to get performance.
**
performance. What's worse, ''Doom 3''[='s=] own copy protection only locked out the multiplayer modes from the game unless the game was properly activated, which might have factored in on the quick demise of ''Doom 3'' multiplayer.
* ''VideoGame/{{Wolfenstein|2009}}'' (2009). While [[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.
** Didn't
entirely. It didn't help that it had graphics downgraded compared to the singleplayer single-player version.



* ''VideoGame/{{BioShock 2}}'''s multiplayer was [[SoOkItsAverage 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}}'''s multiplayer was [[SoOkItsAverage 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.
**
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.
7th Aug '16 6:34:11 AM BSonirachi
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->''"It's true, I'm afraid. They've gone and included one of those awful multiplayer modes that seem to be [[FollowTheLeader all the fashion these days]]. This means you and some whippersnappers can huddle round your flickering screen and play a few game that I reckon were thrown in at the last minute and will be average at best."''

to:

->''"It's true, I'm afraid. They've gone and included one of those awful multiplayer modes that seem to be [[FollowTheLeader all the fashion these days]]. This means you and some whippersnappers can huddle round your flickering screen and play a few game games that I reckon were thrown in at the last minute and will be average at best."''
7th Aug '16 6:33:48 AM BSonirachi
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Problems can include:
* Extra players and multiplayer modes having little or no impact on the game.
* Players sharing lives and/or health in co-op. Less-skilled players can easily waste those.
* Players getting in the way of each other in co-op.
* Players being able to attack/kill each other in co-op.
* The camera struggling to hold multiple players at once. Either players can get left behind or the camera won't budge.
* The camera only following one player at a time, usually player 1.
* Not many multiplayer options being available e.g. limited character choice.
* Weapons/characters/items not being balanced for multiplayer.
* Technical issues such as framerate dips and uglier graphics due to extra processing power required for extra players.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MisbegottenMultiplayerMode