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Spec Ops: The Line MP Knocked By Dev

An article on Polygon offers an extensive look at Spec Ops: The Line, Yager's recently released third-person shooter set in a windstorm-swept Dubai. This offers a detailed exploration of some of the game's themes (warning of spoilers for those who are yet to play), and hears from lead writer Walt Williams on the topic. An interesting aspect of this noted by VG247 is Williams referring to the game's multiplayer support as "a cancerous growth" forced on them as a checkbox item by publisher 2K Games:

Against Davis' wishes, development on the multiplayer component proceeded and was farmed out to Darkside Studios. The result, according to Davis, was a "low-quality Call of Duty clone in third-person," which "tossed out the creative pillars of the product." "It sheds a negative light on all of the meaningful things we did in the single-player experience," Davis said. "The multiplayer game's tone is entirely different, the game mechanics were raped to make it happen, and it was a waste of money. No one is playing it, and I don't even feel like it's part of the overall package it's another game rammed onto the disk like a cancerous growth, threatening to destroy the best things about the experience that the team at Yager put their heart and souls into creating."

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5. Re: Spec Ops: The Line MP Knocked By Dev Aug 29, 2012, 11:46 JoeNapalm
Beamer wrote on Aug 29, 2012, 11:11:
At the same time, plenty of people (even here) say "no multiplayer? I'm not paying $60 for a 12 hour single player game!"

So multiplayer gets tacked on, and it sucks, and no one is happy. Or, sometimes, an additional 4-6 hours is tacked on, and they suck and outstay their welcome, and no one is happy.

So, the takeaway is that the customer is wrong?

No. The industry has decided that everything has to come off the damn Lunch Specials menu. If your game can't stand on what it offers, make it BETTER. Don't tack on 50% content that is just filler, or MP components that suck or don't work at all, then blame the CONSUMER for not liking the taste of the crap you're shovelling.

There are too many successful indy projects out there for the "Oh, our customers are just whiners and will never be happy or supportive!" justification to carry water, anymore.

In summary, no, we don't want to pay $60 for a 12hr single player game...unless it's worth it...and we won't be happy to pay $60 bucks for the same game with +50% content and/or multiplayer, unless those are actually good. It's not rocket science.

Ifriti Sophist

This comment was edited on Aug 29, 2012, 12:09.
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