It's been baffling me for ages now (well since I became aware that CC won't ship with MP), and it seemed really odd that a company, with a wealth of programming skillz (mad skillz if you will), didn't design a MP component into a game that was so obviously crying out for it (imagine, if you will, Counter Strike as a SP).
So it's most probably not a techincal issue...
I think the main issue with MP for CC is the scope and scale of the game. How would you coordinate start and stop times for games/battles? People have been reporting spending over a day (and I'm pretty sure they mean a literal, bleary-eyed 24hrs in the saddle) playing the 9 island SP demo! So, with potentially 30+ islands in the full game, how would you arrange for multiple people to play for such a long time?
I guess one "simple" solution would be to have fewer islands, but that would have a more "arcadey" feel, reduce the strategic and tactical level of play, and generally change the game dynamics.
How do "massively multiplayer online role-playing game (MMORPG)" handle this problem? Bear in mind the issues relating to a "persistent universe/world". Also, don't forget the specific issues relating to this game (tech. development, island capture and retention, resource acquisition...etc.).
So folks, over to you. All thoughts and comments gratefully received and exchanged.
(Sorry if someone has covered this topic before, I couldn't find it in searches.)
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