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Asymetric multiplayer

Started by Diodor Jan 14, 2003 at 4:54 AM 2 replies 500+ views
Original Post
Diodor
Diodor
Most multiplayer games are symetric: all the players have a similar interface and control similar entities. What about making a game where the two opponents control very different entities? A good way to create such games would be to simply take single player games and give the control of the game world to one of the players. What games could be turned multiplayer this way and how? An example is Thief I/II. The game master could issue orders to the guards (orders that would be sent either through a speaker system that the player could hear or through messenger guards the player could attack), to the automated guarding systems etc. He would be able to see through the eyes of the mechanical faces. Perhaps even have an in-game character to finish off a cornered thief.
Klaim
Klaim
The only problem with that is you must make equitability between the players, because if someone is too strong at start, the other player will feel there is no justice and don''t play any more, there is less fun...But to make a game equitable, it''s verry hard. One possible solution may be to do as Magic The Gathering, give a lot of skills/units/possibilities the player must choose what he will use...

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scaught
scaught
More analagous than MtG is one of WotC''s other CCG offerings: NetRunner. In it, you had two completely different sides.

Asymmetric two player games abound in the board game and war game world. If you want specific cases, just let me know.

One reason for symmetry in multiplayer (especially in the instant gratification world of video games) is as an immediate reference point at which to compare yourself against a peer. In the case of an assymetric system, you can only immediately compare yourself against similarly sided peers.

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