Atari were true visionaries back in the day when they invented a home console with multiple control ports. The money is indeed in the multiplayer game. We love it. We live it. We leave it. It's how we roll. Or role, as it were.
Wherever there is a talk about design, Sutton-Smith is always there. I think he's following me. In fact, I think he may have snuck into my house somehow...
He has some intriguing ideas. A little while ago we had a look at some of the different roles he proposed were present in multiplayer games. And it looks like he was pretty much spot on: all bases seem to be covered. I couldn't think of one game where player roles would not come under one of the eight roles discussed. But no harm in trying, right?
Ouch... there sure is. I've got nothing. He literally has all the bases covered. I would've tried games that use most of them and seeing if there are any aspects of gameplay left missed... let's try that.
Guild Wars. This would have to do it, right? It has the following roles:
- To overtake - players enter an arms race to get their levels high enough to wear their best armour and get their best skillset; similarly, the counteractors (other players) try their best to get ahead
- To catch, tackle or tag - ...not so much
- To overpower a defense - the premise of the game is combat, so this is definitely prevalent, with counteractors being on the defence
- To take person - entire group quests will be focussed on capturing one objective, while the counteractor (player controlled or system controlled) will try to evade
- To taunt, lure - Ah, the madness that arises from the constant harrassment, via chat or action, from other players... it can't be missed
- To find by chance or clue - exactly how every time in the game is found; counteractors participate by trying to get items first, although not with great success
- To be a saviour - this is more circumstantial, but still present - if an ally is in danger, the team may mobilize to get them back (if they're nice...)
- To force a forbidden action - this is more generated by the social interaction than the game itself, but still present
And that leaves... absolutely no elements of gameplay untouched or unmentioned. I have been foiled by Sutton-Smith and his analytical brilliance. I SHALL COME BACK TO HAUNT YOU, MY HYPHENATED FRIEND!
Wednesday, May 28, 2008
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