Online co-op mode would help give it longevity.
Online co-op mode would help give it longevity.
Um, do games with online co-op force you to play it under that mode?
I don't understand the opposition to more features, just because one personally won't be using a certain feature.
Adding something is generally going to mean less of something else. I can certainly see the sentiment that some would rather they focus on the core game play than tacking on something else.
Indeed. The idea of online co-op was something we considered to try and fill the online requirement, but it just doesn't make sense for TR. TR is really a single-player game, and it would be hard to make it make any sense any other way. Being alone in your journey is part of the game.Hm don't think that's Tomb Raider's ball. It's strength has always been Lara's isolation...bring someone along, not so sure it would work. Didn't work in Darkness...
I would also hope God of War isn't limited to single-player either.
Maybe they have to let you play enemy bosses against other humans controlling the main protagonist.
Edit: I will just add that this was suppose to be when "true" online gaming was suppose to come. MS had way higher goals for XBL subscriptions and Sony had also touted that they'd be more serious about online. Even Nintendo claimed they'd have an online strategy with the Wii.
So where are the game developers and publishers? Still stuck with the old paradigm? Are many of these action games singleplayer because of inherent game design or story or at least partly because of past technical limitations?
Are games designers complacent in just trying to use existing paradigms, boost the graphics to the new hardware, but not really trying to rethink of game design in a connected world?
There really hasn't been innovation in online design beyond the traditional online genres -- FPS, sports, racing. Do you accept for instance that platforming games will never go online because Mario has always been singleplayer?
Look at how computing and software has changed in the past 10-15 years. Imagine if they wanted to keep software relegated to shrink-wrap and computers remained standalone.
OTOH, I can see publishers not seeing any returns from having online modes or taking chances to innovate. Games business is sequel-driven and focused on delivering "more of the same" not delivering innovation.
Especially when the expectations of gamers are limited to wanting "more of the same."
Well, I doubt that many companies necessarily have much in the way of technical limitations on that front. There's no reason why we can't technically do a multiplayer deathmatch in Tomb Raider. Does it make any sense?Edit: I will just add that this was suppose to be when "true" online gaming was suppose to come. MS had way higher goals for XBL subscriptions and Sony had also touted that they'd be more serious about online. Even Nintendo claimed they'd have an online strategy with the Wii.
So where are the game developers and publishers? Still stuck with the old paradigm? Are many of these action games singleplayer because of inherent game design or story or at least partly because of past technical limitations?
Personally, I always felt that the whole "everything must be online" idea is a stupid idea to begin with. There is just such a thing as "unsuitable" for online multiplayer, and it's not just sequels. There are game designs and storylines that simply cannot work with multiple players simultaneously without doing some serious damage. It's only in America that I see this sentiment of "no online multiplayer mode = the game doesn't deserve to exist."Are games designers complacent in just trying to use existing paradigms, boost the graphics to the new hardware, but not really trying to rethink of game design in a connected world?
That's a big one. For something like Tomb Raider, there's no question that what TR "ought to be" is something that's fairly established, and breaking out of that mold has zero chance of being met with a positive response. In theory, a new franchise (like Uncharted) has a far better shot at moving down a different path.OTOH, I can see publishers not seeing any returns from having online modes or taking chances to innovate. Games business is sequel-driven and focused on delivering "more of the same" not delivering innovation.
Especially when the expectations of gamers are limited to wanting "more of the same."
Take a horror survival series like Silent Hill... If solitude is removed from the equation, how do you evoke the same feel? Co-op play in an RPG in the generic sense seems reasonable, but what do you do when it's a story-driven linear RPG? That's a bit of a wrinkle. Online competition in MarioKart makes perfect sense, but Mario Galaxy? I can vaguely see some way to make SoTC work in a co-op mode (although it would certainly not be without its damage to the story), but ICO? What would it even be?
Adding multiplayer so you have another marketing checkbox on the box is not a meaningful activity.
Crackdown, GoW were built with coop in mind. I find it hard to think of a TR game with some additional character helping Lara in her quest.And yet co-op has made me look at games I wouldn't have cared about otherwise, and I can't imagine I'm alone at that. I'd have never played through GoW if not for co-op.
Once again: I'm not saying it's impossible: there are even MP roguelikes. I'm saying it's not necessarily good business decision. I'm also saying that no developer should be forced to modify the franchise "just because". If TR works for Eidos/Crystal Dynamics well the way it is today, if they can deliver great single player game, I'm all for it.I'm not saying that I wouldn't buy TR (if I buy TR) if it has no co-op, or even that I want TR to have co-op. But saying 'This is an SP game, it's always been an SP game, and we can't even imagine MP in it' doesn't really stand up to scrutiny when other games have faced similar design problems (again, see Splinter Cell) and have done a fair job overcoming them.
Well, I'd say you're not alone in that because the nature of the gamers in the US. The US is all about simulations, and online gaming means that you don't run into the semblance of "artificiality" that AI tends to create. It puts a new variable into the fold, and more variables feels more real.And yet co-op has made me look at games I wouldn't have cared about otherwise, and I can't imagine I'm alone at that. I'd have never played through GoW if not for co-op.
I wasn't aware that co-op gameplay was considered inconceivable for Splinter Cell. Well, the real question isn't so much "can you picture it?" so much as "does it hurt anything?" or "can we still keep these things and that?" or "does working this in change anything important?"... and then of course, the most important question of all -- "what good does it do?"I'm not saying that I wouldn't buy TR (if I buy TR) if it has no co-op, or even that I want TR to have co-op. But saying 'This is an SP game, it's always been an SP game, and we can't even imagine MP in it' doesn't really stand up to scrutiny when other games have faced similar design problems (again, see Splinter Cell) and have done a fair job overcoming them.
I wasn't aware that co-op gameplay was considered inconceivable for Splinter Cell. Well, the real question isn't so much "can you picture it?" so much as "does it hurt anything?" or "can we still keep these things and that?" or "does working this in change anything important?"... and then of course, the most important question of all -- "what good does it do?"
As a contrast to Gears of War, take God of War... You can easily make sense of co-op play from a gameplay standpoint... I can easily picture having to deal with groups of enemies that much more easily with a teammate or having one guy do a QTE to hold an enemy in such a position as to expose vulnerable spots to the other guy who delivers the attack. All perfectly reasonable in gameplay world. But then, what does that imply in the context of "God of War" specifically as opposed to a "God-of-War-like game"? What happens to that "lone warrior" mold in which Kratos was cast and still have co-op gameplay? Okay, perhaps, you can have some sort of "create-a-god" mechanism and take Kratos out of the picture for multiplayer, but then if Kratos is gone, what's left? I can see how you wouldn't damage the continuity by just making a tangent storyline which is not directly connected, but for all that, why wouldn't you just make a different game altogether (one that was similar in gameplay but geared for multiplayer from the get-go)?
Going back to the context of TR... sure, you can build TR-like gameplay in a multiplayer co-op, but not TR itself. A Tomb-Raider-like game that demands co-op play is all well and good, but Tomb Raider itself? The brand has already written in some specific expectations and going it alone is one of them. The basic reality of the gaming public is that change and stagnation are both cardinal sins.
I guess you're missing the point. Sure you can have coop or deathmatch or anything else in pretty much any game (even ICO as we can see). But still it doesn't mean it's necessary or good for the game. Point and click adventures are pretty cool the way the are (single player) and coop is not going to work for them if the game wasn't planned around it in the first place.