History Main / MisbegottenMultiplayerMode

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.

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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''.
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.
17th Mar '17 2:34:07 AM Kadorhal
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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}}'' ''Painkiller'' as their official 2005 World Tour game. Subverted by Painkiller: the Lite Edition, which only contains the multiplayer mode of Painkiller.mode.



* ''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. It didn't help that it had graphics downgraded compared to the single-player version.

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* ''VideoGame/{{Wolfenstein|2009}}'' (2009).The 2009 ''VideoGame/{{Wolfenstein|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. It didn't help that it had graphics downgraded compared to the single-player version.



* ''VideoGame/DeadRising2:Off the Record'' had an odd co-operative mode. It wasn't actively hateful, but it required co-operation in a game that really didn't encourage such behavior. Players would quickly diverge in order to get more weapons and zombie packs for themselves, and would frequently curse whenever the other player was too far away to have seen the cool thing they just did (in a game that is all about killing things in crazy and imaginative ways). [[TimedMission The missions were also timed]], which mixed poorly with the requirement for player consensus in order to move between the different areas.

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* ''VideoGame/DeadRising2:Off ''VideoGame/DeadRising2: Off the Record'' had an odd co-operative mode. It wasn't actively hateful, but it required co-operation in a game that really didn't encourage such behavior. Players would quickly diverge in order to get more weapons and zombie packs for themselves, and would frequently curse whenever the other player was too far away to have seen the cool thing they just did (in a game that is all about killing things in crazy and imaginative ways). [[TimedMission The missions were also timed]], which mixed poorly with the requirement for player consensus in order to move between the different areas.
4th Feb '17 2:23:42 PM Glowsquid
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Added DiffLines:

* The Versus Mode in the first ''VideoGame/ArtOfFighting'' is more of a novelty than a serious component of the game. The characters beside Robert and Ryo were clearly not designed with player usage in mind, being widly unbalanced, having odd properties (Ryuhaku Todoh only has one special move, Mr. Big can't jump) and no desesperation moves (something fixed in the SNES port of the game).
20th Jan '17 10:19:51 AM rjd1922
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* ''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.

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* ''Franchise/SonicTheHedgeHog'':
''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicTheHedgehog2'' and 3 ''VideoGame/Sonic3AndKnuckles'' 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.
20th Jan '17 10:18:04 AM rjd1922
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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'' ''VideoGame/SuperSmashFlash'' series, you could battle it out with two players... but [[CameraScrew the camera always follows the first player]], ignoring the second.



[[folder: First Person Shooter]]

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[[folder: First Person First-Person Shooter]]



* ''VideoGame/{{BioShock 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.
* ''Videogame/{{STALKER}}'''s multiplayer was passable, but very so different from the single player (WideOpenSandbox singleplayer horror, run-and-gun arena multiplayer). A large amount of technical issues made many players consider STALKER to be an effectively singleplayer game; It required ''nine'' ports to be forwarded to play online, effectively every server was located in Russia or Ukraine with insane ping for NA players, the game had an average-at-best netcode, and the initial ObviousBeta of the first two games causing players to crash left-and-right. The {{UsefulNotes/Steam}} release of the game running "up-to-date" on an old patch certainly didn't help.

to:

* ''VideoGame/{{BioShock 2}}'' had multiplayer that was [[SoOkItsAverage [[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'' ''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 ''[=BioShock=] 2'''s multiplayer mode, trying to fit the multiplayer mode into the Bioshock ''[=BioShock=]'' canon as a little snapshot of how Rapture went to hell.
* ''Videogame/{{STALKER}}'''s multiplayer was passable, but very so different from the single player (WideOpenSandbox singleplayer horror, run-and-gun arena multiplayer). A large amount of technical issues made many players consider STALKER ''STALKER'' to be an effectively singleplayer game; It required ''nine'' ports to be forwarded to play online, effectively every server was located in Russia or Ukraine with insane ping for NA players, the game had an average-at-best netcode, and the initial ObviousBeta of the first two games causing players to crash left-and-right. The {{UsefulNotes/Steam}} release of the game running "up-to-date" on an old patch certainly didn't help.



* Also Inverted in ''Videogame/{{Titanfall}}'', which was designed to be a multiplayer game first. The singleplayer 'campaign' is essentially a short lineup of AI skirmish battles with an ExcusePlot to tie them together.

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* Also Inverted inverted in ''Videogame/{{Titanfall}}'', which was designed to be a multiplayer game first. The singleplayer 'campaign' is essentially a short lineup of AI skirmish battles with an ExcusePlot to tie them together.
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.

to:

* 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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Added DiffLines:

** 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).
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