2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced the exciting multiplayer features of Serious Sam II. The multiplayer features in Serious Sam II will allow for full co-operative gameplay on both PC and the Xbox® video game and entertainment system from Microsoft. The PC version will allow up to eight gamers to fight their way through the complete game via LAN and online, with the Xbox version allowing up to four players via Xbox Live or system link.
Now, don't get me wrong, i never said it couldn't be done. Every game COULD do it, but there are games that SHOULDN'T.
Now, don't get me wrong, i never said it couldn't be done. Every game COULD do it, but there are games that SHOULDN'T.
Now, don't get me wrong, i never said it couldn't be done. Every game COULD do it, but there are games that SHOULDN'T.
I'm sure that's why you refused to answer that questionI addressed all of your comments. Your point is that co-op isn't do-able. My point is not only is it do-able, but it has been done before (and fairly well in some cases) and can be done for any FPS game as I explained. Will there be compromises to implement it? Sure, but that's the nature of teamplay game design.
Riley Pizt: LOLOLOLOL
Chill man, i don't appreciate the holier-than-thou attitude.I couldn't care less about your personal opinion of me, and by telling me that you are the one with the "holier-than-thou" attiitude.
I think those 3 months lends just tiny a bit of credibility to my point.Based upon your description of the problems, I don't.
Personally, i don't even see how you can apply the coop implementation of a single game to all others, unless they play exactly the same.All others, maybe not, but to your so-called problems, yes.
First point, saving the game was an issue with us because we're talking about a 30+ hour game, where not every player in your original coop team might be available to play with you to the end. Having the host save was what we had originally chosen. However, if you wanted to play the game start to finish in coop, you basically had to get the same group of people together at exactly the same time and all play through it together.No, you wouldn't. You save the states for the players you have at the time, and you either substitute an incoming player or a bot/NPC for one which left, or you simply don't reuse the state for a pleyer once he is gone if he is not at the same part of the game/map as the rest of the party.
Furthermore, we considered that one would probably want to play through some of the game coop, and some of it single-player, because it was a long game. We can't award that ability only to the host, so we couldn't have those kinds of requirements.Here's a real novel idea: don't make the co-op game the same as the single-player one. Have separate maps/missions which are co-op only and others which are single-player.
Your "lesser of two evils" argument is NOT valid in this case (nor should it be in many others), because in game design you don't choose the method that pisses the player off the least, you choose the method that doesn't piss the player off at all...what you call "1 player spoiling the game for the other 3" i see as "3 other players spoiling the game for 1."LOL! Life and games are about compromise especially in group situations. You can't please everyone all the time nor will everyone always get what they want, or you simply will have no game (which is exactly what you ended up with. Go figure.)
I still don't see exactly what point you're trying to argue with meLOL! Judging by your response, that is certainly no surprise.
unless you're trying to argue that all FPS games should have coop. And that's just silly.All FPS games could have co-op. However, the co-op mode may or need not be identical to the single-player version.
Nobody wants to have to have a vote to move onto the next area.Voting is NOT mandatory. It only occurs if one player tries to spoil the game by taking too long as you suggested.
Nobody wants to...be in the middle of purchasing items at a shop when the other 3 out of 4 guys decides they want to leave.First, majority rules in co-op so one player can't spoil the game. Just like on most group trips in real life, keep up with the group or get left behind.
It is not a viable solution for the problem.It beats the alternative which is one player slows down everyone or ruins the game by refusing to exit.
The point of an FPS/RPG is to take time to explore your surroundings and experience things on a slower pace than in a standard FPS.Look, co-op is about compromise. When you play with other people, you don't always get your way unless you are hosting the game, and even then don't expect people not to leave if they don't agree with what you want.
Not only that, it doesn't address the issue of saving games...It can be done. The host saves the game. See NOLF 2 co-op.
What happens when you get a story quest from an NPC, but someone else is buying items from a shop elsewhere in the map, or talking to another NPC? Should it just interrupt them and warp them to the quest NPC?Co-op works best when everyone is on the same mission. If there are multiple missions available, the first player to get a mission is the one the group does. If players want to wander around on their own, that is what single-player is for.
That is why you make the progression dependent on either a single player or a majority of players, e.g. if 3 of 4 are in the map exit zone, you exit anyway or call a vote to exit where >=50% progresses.