CHAPTER 5 Multiplayer Serdar Gökay Küçük MULTIPLAYER AS A CONCEPT One of the most wanted features in gaming May create social aspect to the game There are actually very few «real» single player games Usually the other players are AI Can enhance the gameplay vastly Can appear in many forms Single-System Online MOTIVATIONS Socializing Always improving opponents Winning and losing to a real person creates a different response Interaction with other players can create entirely new stories Tournaments, leagues etc. FORMS OF MULTIPLAYER Single System Multiple players playing the same game on same machine Can utilize multiple controllers, or hot-seat Have a big problem with screens. Two players can share a screen Hot-seat No real method of hiding fast-flowing information. Online(Networked) DESIGN CONSIDIRATIONS Some different aspects of gameplay might be considered. Game cannot be paused? Players need to take a break. Players should not wait for a long time in idle state The game will be abused by players. Players are going to create their own playstyles No real person is going to use the mechanics that won’t reward enough Newbies and strength difference between players. There must be a system to protect new players. If selected randomly, players abilities will vary wastly. DESIGN CONSIDIRATIONS Social Stuff Interaction based on gameplay Co-op vs AI gameplay Team based gameplay Domination style gameplay Interaction based on communication If expected to happen via text players should have enough free time to communicate Vocal communication usually won’t cost time Comes free if players share same physical room Interaction based on clans, teams etc(doesn’t end after one game). May even create real life friendships etc. DEVELOPMENT ISSUES No issues at all for single system games. Networking makes everything exponentially harder There WILL BE (sometimes a lot of) Latency IpV4 is NOT a good design for hosting stuff. TCP/IP stack is usually useless. UDP is weird. But most of the games need instanteneous data flow in theory. If you shoot someone in the head while running with even 100 ms latency, you never going make it. DEVELOPMENT ISSUES So basically most games FAKE multiplayer. Real multiplayer games need to wait everyones input. A fast paced game cannot wait for every other user’s input. But still tested with Quake 2’s first release, was unplayable. If everyone calculates the game by itself, game never syncs. Cheating is easy Sending input and getting results with weird tricks work Client side input prediction Rewinding time Etc... DIFFERENT GAME TYPES Different Types of Games requires brings on different types of multiplayer challanges. «Gökay Faktörü» Komutun işlenme süresi/latency
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