titsup
Strong in the Force
Posts: 819
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Post by titsup on Aug 7, 2015 21:51:33 GMT
The fact that this game had been advertised as having the option to play Multi, SP Online, and SP Offline was praised in one of the videos on the kickstarter page either with Starr or Specter (maybe both). It was early then and it sounds like a cool idea and really, why hasn't anyone done this sort of thing before (I would argue they kind of have but anyway). And so, maybe the whole thing isn't soneasy to balance between Single Player Online and Multiplayer Online and Single Player Offline. Systems that work in one may run counter to the other and this can be a problem especially where the two online components of the game are concerned. Koldar seems to be realizingI can't see how balance issues regarding the interplay of SP and MP online play aren't going to be a nightmare. So lets say there is some compromise there. What about the Offline player? Compromise assumes there are at least two sides meeting in the middle. The Offline folks, unless they make Offline work differently in some respects which in theory could make two games that function slightly differently, are compromising aspects of the game based solely on the balance issues of online players. I think it's a conundrum. What about future passes, needs, every single change will have to be reconciled between the different game versions. How do you create a skill in game that is both satisfying and functional in both Multiplayer and Single Player? Let's use cooking as an example, how do you make that useful in a Multiplayer environment but also make it useful as a solo enterprise? How can you create a thriving economy of intermingling skill interdependence among players but also create an independent economy for both single player versions?
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dodgy
Strong in the Force
Posts: 1,171
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Post by dodgy on Aug 7, 2015 22:44:35 GMT
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Post by Membrane_on_Vacation on Aug 9, 2015 15:02:18 GMT
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