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Galactic Civilizations: The case for no multiplayer

Galactic Civilizations: The case for no multiplayer

Not all strategy games benefit from multiplayer

Galactic Civilizations is the only Windows game I've ever worked on that isn't multiplayer. 

The first Windows game I developed, Entrepreneur, had multiplayer. It included a built-in chat area and match-making.  Stellar Frontier also had multiplayer -- up to 64 players on a persistent world.  The Corporate Machine had multiplayer.  The Political Machine had multiplayer.

In short, I've worked on a lot of multiplayer games.  Moreover, I play multiplayer games. As was pointed out on-line, I played Total Annihilation, Starcraft, Warcraft 3, and several other strategy games a great deal on-line in a "Ranked" capacity.  I've tried out nearly every major strategy game from Master of Orion 2 to HOMM 3 to Civ 3:PTW/Civ 4 multiplayer.

From this, I've concluded two things:

1) Some strategy games really benefit from a multiplayer component. Multiplayer extends their "fun" lifespan.

2) Some strategy games don't benefit from multiplayer and the sacrifices made for multiplayer lessened the overall experience.

To people who don't develop games, multiplayer may seem like a simple checkbox feature.  Indeed, many developers I've spoken to feel pressured to put multiplayer in because some reviewers will give the game a lower score if it lacks it despite the fact that for most strategy games, the percentage of players playing on-line is very low.

But multiplayer brings sacrifices that many people may not be aware of. Galactic Civilizations II was developed so that multiplayer could be added later (i.e. it passes messages back and forth).  But the gameplay was not.  We were not willing to sacrifice the single-player experience for multiplayer.

I'm going to give three reasons why multiplayer does not make sense in Galactic Civilizations as part of the base game.

#1 It sacrifices single player features.  Ask any game developer whether they be at Ensemble, Paradox, Firaxis, or Big Huge Games, most people play strategy games by themselves on a single computer.  What % that is depends on the game. But on a TBS game, I would wager that greater than 95% of players never play a single game on-line even if the option is available -- that includes Civilization IV.

But developing multiplayer is incredibly time-consuming and expensive. In our last game, The Political Machine, a full third of the budget was for multiplayer. The game was ideally suited for multiplayer, published by Ubi Soft it would sell a ton of copies.  The game came out and sure enough, only a tiny percent of people played the game multiplayer.  That tiny percent didn't justify the 33% budget dedicated to them.

My favorite game of 2005 was Civilization IV. It has multiplayer in it that is as good if not better than any implementation in the history of turn-based games.  But what was sacrificed in exchange?  There's no campaign.  There's no in-depth scenarios.  No in-depth random events.  You can only trade certain items and techs back and forth no matter what.  Do you think this is a coincidence?  No random civil wars based on certain criteria?  No war-causing assasinations? No crusades? Not even once in a long while?  I suspect that there were a lot of concepts and features that Civ IV would have had if it didn't have multiplayer.

When we were making Galactic Civilizations II, we took a poll on multiplayer. Only a small percentage of GalCiv I players cared about it.  We took additional polls since multiplayer advocates were so vocal.  Same thing.

So instead, Galactic Civilizations II got ship design and a campaign.   I think most people would agree that we could have taken GalCiv I, slapped a 3D engine on it, given it multiplayer and been in good shape.  But can anyone who's played the beta imagine the game without ship design?  And when you play the campaign, I think you'll find that was worth it too.

Moreover, players get a lot more single player experience.  There are rare events that players may only see once in a great while but they're worth it -- a religions war that breaks empires in pieces. New republics formed from remnants of shattered civilizations.  Civil wars. Precursor ships found on worlds. Powerful artifacts that slowly increase the power of a given civilization so that everyone has to team up on them. Terrorists. On and on.  In multiplayer, this would all have to be turned off, but then again, if there had been multiplayer, whey develop any of this at all if it wasn't always going to be used?

Similarly, there's diplomacy.  Last night, I played as the galactic arms dealer.  The Drengin and Torians were at war and I was supplying both sides with ships for money. I then took that money and slowly bought up the worlds of dying civilizations.  That kind of flexibility in diplomacy would be a nightmare in multiplayer, you'd have to put all kinds of restrictions in the name of balance.

#2 The majority ends up subsidizing the minority. Outside some game reviewers and people who have friends who are really into this stuff, most people don't know other people on-line to play these games with.  And let's face it, playing a turn-based strategy game with strangers is an excercise in frustration (I am not sure I've ever actually managed to complete a TBS on-line without the other player either dropping or quitting prematurely).

Galactic Civilizations II is $40. Not $50.  That $10 may not seem like a lot to some people but to many gamers it makes a difference.  Check out the prices on the latest multiplayer strategy games -- they're $49.99.  Part of that price is to subsidize the multiplayer component that only a tiny percentage of users will play.

If there's sufficient demand for multiplayer, we'll do it -- but as an expansion.  Those who want multiplayer can then buy it and those who don't aren't forced to pay for it.  And everyone wins because they saved $10 in the first place.

Because of the Metaverse, GalCiv II already has multiplayer plumbing.  We even have a multiplayer design.  But it'll cost money and time to implement it. So if there's demand, we'll do it. But it has to be demand in raw numbers, not just vocalness of the people who want it.

#3 It would have changed the design priorities.

When you design from the start to be a good multiplayer experience you have to make sure the game is streamlined -- particular the interface.  So things that might slow the multplayer pacing tend to come out.

Galactic Civilizations has lots of mini-cut scenes in it.  Things to help the player enjoy and savor the civilization they've created. The technology tree is huge and designed to linger through and pick just the right one.  The ship design is full of extras that are there so that players can make cool looking ships.  The battle screen was implemented to be not just functional but fun to watch. The planetary details screens include quotes from random citizens and there's flavor text all over.  Each civilization has its own vocabulary based on who it is talking to (i.e. how a Torian talks to a Terran is different than how they would talk to a Drengin).

But a good multiplayer game has to be far more streamlined. You don't want to have core features that encourage users to do anything but move their units and make their decisions efficiently.  Take a look carefully at any decent multiplayer games recently and notice how efficient they are.  Efficient is great in a multiplayer game.  But in a single player game, there is something to be said I think for inefficiency -- for fluff.

And because we designed the game from the ground up to be a single player experience, Galactic Civilizations II has a LOT of fluff:

The screenshot below, I designed all the ships in this particular game. Every new game I make new ships. Why? Because it's fun. It's not efficient though from a sheer "get to the next turn quickly" point of view:

And what's the point of sitting there watching your ships battle it out?

In fact, there's a ton of things that involve reading quite a bit of text. There's a lot of customization within the game that has no "point" other than to let players indulge in the civilization they've created.

It's not that a game with multiplayer can't have these things. Civilization IV has the Civpedia for instance.  But the tendancy in a good multiplayer game is to move the text and other stuff out of the way during gameplay and out to a place where it's looked at at ones leisure.  And that's a good idea in a multiplayer designed game.

But these days, nearly all games are designed with multiplayer in mind.  And for people who have no shortage of choices on multiplayer, it's nice to have a good old fashioned single player experience where you can sit down and indulge yourself to the full experience. 

I remember a game called Master of Magic back in the early 90s. It was a great game. But it was only a great game because it was single-player.  The things that made it really neat would have been a disaster in multiplayer. 

And that's really the point -- multiplayer is a feature. Sometimes it makes sense and sometimes it doesn't.  In some RPGs sometimes they're better being single player (Knights of the Old Republic) and sometimes they're better being multiplayer (Neverwinter Nights).

For those who think multiplayer is a must in strategy games I hope this post has at least made the case that maybe sometimes multiplayer doesn't belong in the base game. 

We know how to make multiplayer games. We had the budget to make GalCiv II a multiplayer game if we wanted. We like multiplayer games.  But we felt that GalCiv II would be a better game if multiplayer was not part of the base game. 

 

3,182,557 views 616 replies | Pinned
Reply #426 Top
hell, the game is awsome. who really cares about the multiplayer.

if the game had multiplayer it would be useless unless you planed a game with other people earlier. maybe LAN multiplayer would be alright but the game really doesn't any improvement.

Hey Frogboy have i seen you on Quake 3 Arena?
Reply #427 Top
hi all sorry i love single player games. because it cost money to join for online mutiplayer games u have to buy the game and and then pay for online i think not and gc2 it a good game witch i could play for couple more years.

ps i still window 3.1 game and there turn base game.
and this will go on for multiplayer for this games

strong supporters for single base games, turn base mainly
Reply #428 Top
Well! What a lot of input. My memory banks are getting overheated. My 2centsworth is that GCII is an excellent strategy game (for those of us who use our minds for something besides stopping virtual projectiles) and the challenge is comprehensive. In fact, my first impression (call me crazy) was that GCII would be an excellent teaching tool to help provide students a solid foundation in economics, sociology, diplomacy, humanitarianism, and other key components of human society. I even dreamed up a course curriculum (I used to teach a little in the military).

As for shootemups, the combat viewer and ship design provide that at the correct level of importance in an overall world view. IMHO.

I was intrigued by the notion of sharing games in the Metaverse to expand the menu of scenarios, mainly because that would expand my perceptions of how a problem could be tackled, thanks to the views of others, etc.

For real-time multi-player? Hmmm ... model it after a World Championship Chess Tournament and have turn time limits (handled by the server) and pop in an AI to take the place of any opponents that quit, to preserve the game play for those who are willing to continue. Make it like the leader got assasinated and the next in line took over from there. Variations of the time-limit constraints could be seen as levels of mastery in tournament-style play. I'd probably be comfortable with 15-30 minutes before a forced turn, but a real master might be comfortable with less. Individualized random maps that are not available for pre-planning by challenge-challenged gimps might be a key thing to consider. When all but one of the players leave, let the server scrag the game. Also, a game save (at any chosen point in the gameplay) to hard drive for replay later with AI opponents might be nice.

I have yet to look into the game-sharing notion I picked up during my reading (just started playing a week ago) so that's my next interest. That would be kind of like playing another person, if their shared game was of any interest.

Meet me at High Noon, Cowboy ... but bring my lunch ... heh heh heh

P.S. - As others said here, keep ALL the game features as-is! Don't mess it up! It's really good like it is.
Reply #429 Top
I also just want Hotseat. Make it like SP Games, just add the possibility to add another human player or more. I miss the days of long Hotseat MP games of Master of Orion 2 with friends at home. And Hotseat really shouldn´t be too much of a problem, programming-wise.
Reply #430 Top

And Hotseat really shouldn´t be too much of a problem, programming-wise.

I really wish that people would stop saying that...repeating it doesn't make it true.

 

Reply #431 Top
Just curious, what are the issues? I can see an issue due to the way turns are done in GCII.
Reply #432 Top
Frankly I think its just the devs not wanting to get off their ass to do anything about it. Me and my friend Exeider have tossed they idea around that it would be awesome to play this with each other and I honestly so no reason why this would have to change singleplayer, because anything done with multiplayer is basically a whole new game but using the same resources. Were not asking you to make new content for SP which a large portion of this forums population is content with, were just asking you to make it so we can play with our friends in a game a similar as possible to the original thing.
Reply #433 Top
I'd love for an MP expansion to be released, if only for the introduction of a hotseat type game. I recently bought the gold edition online and i'm utterly absorbed in the single player sandbox modes.

But, me and my friend, who have also got it, can't help but think it would be cool to have a multiplayer. Now, I'm not going to advertise, as i've seen whats happened to other peoples posts.. (gulp) But MOO2 was an excellent use of hotseat and multiplayer in it's time. Especially with a save funcion for the MP games. We still play it.

However, I can see why you didn't put Multiplayer in originally, and i can only say that if it would have taken away from the singleplayer content, it was a bloody good idea not too! But If a multiplayer expansion were to come out, i'd be buying it straight off! Especially if you can save the game you're playing and take it up at a later date. Its a social thing i guess.

OKay thats my meandering two pence.
Thanks for an amazing game so far though stardock!
Reply #434 Top
Hey

I have played BOTF (Birth of the federation) some star trek game, but while waiting for BOTF2, I am looking for something else, played the demo and i really liked, it.

But when it comes to multiplay, there is none?
well yeah i can understand it with these long games, ppl will sure leave when it takes so long, but with just a LAN multiplayer, when the ppl you play with you are around you it is alot easyer to get on with the game.

in the times of BOTF, i was playing this in school time with 3 other friends, one game could take weeks to end, but it was LAN and it was easy to get on with the game.
It would be inpossible to get a good game over multiplay world wide, but all i will buy the game if there was a LAN play.
another good thing of BOTF, even if it is turn based, we didn't wait much for eachother since our turns was at the same time, unlike heroes of might and magic 3 where we wait for each one to do his turn.
Reply #435 Top
Hey

I have played BOTF (Birth of the federation) some star trek game, but while waiting for BOTF2, I am looking for something else, played the demo and i really liked, it.

But when it comes to multiplay, there is none?
well yeah i can understand it with these long games, ppl will sure leave when it takes so long, but with just a LAN multiplayer, when the ppl you play with you are around you it is alot easyer to get on with the game.

in the times of BOTF, i was playing this in school time with 3 other friends, one game could take weeks to end, but it was LAN and it was easy to get on with the game.
It would be inpossible to get a good game over multiplay world wide, but all i will buy the game if there was a LAN play.
another good thing of BOTF, even if it is turn based, we didn't wait much for eachother since our turns was at the same time, unlike heroes of might and magic 3 where we wait for each one to do his turn.


Try a few games against the AI at higher than Normal level ... it's probably more challenging than you expect.    I still like the idea of playing against other Humans, and I think that a "forced turn after a certain amount of time" similar to a chess tournament (with every player's input processed simultaneously on-the-tick) might work. That scenario would probably work for lan play or internet play, and maintain a sense of realism/unpredictability, wouldn't it? If a multi-human game could be saved at any point, then it could also be available for re-loading and continuing the next day or next week by the same group.
Reply #436 Top
I think that rather than do Multiplayer over the internet, you should have multiplayer games on one computer, so if you want 2 people can play as different races in a game with 8 AI's or however many you want. Or 3 or 4, then you could have your own diplomacy with your friends or family by hitting them with a pillow and telling them to back off.

Edit: I didn't read the Star Trek Post above so I'm sorry if it sounds like I'm copying.
Reply #437 Top
As several people above said, I wouldn't want any "balancing" for MP in GC2. The purpose of a game like this is NOT to get people to compete for a fast victory, but to actually tell an entertaining/interesting story and let people play with the included editing (ship construction for example). At least that's how I see it . And it'd certainly be an interesting experience to have one (or even multiple) of those other races actually controlled by some other player, especially if it's someone you know.

The idea of saving (at any point in the game) and re-playing with AI only might also be nice, though I'm not sure about this one...

Above, someone suggested a time-limit for MP-turns, which might be a good idea - but in my perception only, if the host also can choose upon game-creation NOT to apply such a limit (for people who know each other won't drop and don't want to play a tournament). Else then that, this idea might help protect against people dropping off during an internet-game, I think.

As far as how much effort it would take to implement MP without so-called "balancing" - I of course don't know, but I just think it would cut at least a significant amount of effort out if no gameplay changes were made to the main game. Of course it may still be a significant amount of work - as I said, I don't know... But if ever a MP-addon should be released I'd really hope it would contain no so-called "balancing".

As for the question of "hotseat or simultaneous turns" I'm undecided... the latter might help speeding up online-play (or MP-gameplay in general) while the former gives the interesting option of one player controlling multiple empires (which might even be used for a "SingleMultiPlayer"-Game... ;o) ).


Anyway, that's just my view of it... I'll wait and see what happens .

( Oh, and before someone criticises me for posting here and not even having bought DA - I will buy it, should I finally get my GC2-activationcode/-file emailed... I recently posted a ticket about this to the support staff, and should this not help I'll take another try on the forums... but there simply is no point in buying an addon - as great as it may be - if I can't even play the main game properly... :-/ )
Reply #438 Top
I agree with all that, but I think the hinge pin that GC2 relies on and should be their main focus (IOW, what they need to keep high) is the AI. The ship design is fine, I like it, but since this game is single player, the better the AI the better the game. When the computer can outwit, or throw a total surpise at the player, that game will get played over, for the what-will-it-do-this-time factor.

Gamespot and gamespy seemed to really admire the AI and I do as well.
Reply #439 Top
When the computer can outwit, or throw a total surpise at the player, that game will get played over, for the what-will-it-do-this-time factor


I noticed this - when I restarted a saved game three different times, every time the AI made different choices and pursued different courses of actions from what I assume was exactly the same start point. That was pretty refreshing, compared to a lot of other AI that would be lead-footed and predictable.
Reply #440 Top
For me I love the fact that this game was optimized for the single player experience. I personnely don't care for multiplayer, its not that I hate people its just playing against complete strangers is not really all that fun for me. Also you really don't now if the person you're playing is really committed to staying in the game for the long run even their losing.

Another turned based game I play is Gary Grigsby's World At War: A World Divided, a WWII game that's similar to a grand strategy board game, its very historically accurate and very challenging at least when you're playing as Germany and Japan. But one huge flaw with the game is the developers refuse in any way shape or form to update or even look at the AI, while the AI is not that bad it does need some improvements in many areas, the devs seem to target this more for phem play. In the phem games that I did play in almost all cases I would start winning and the other person would just quit on me.

I really do wish more companies would take after Stardock's example.
Reply #441 Top
Greetings,

I know its been over said in this thread a few times over but I just thought I might add my two cents.

A good friend of mine got this game from gamestop awhile ago after reading a review, both he and I enjoying the MOO series, even if I personally think MOO3 was a serious deviation from the formula that made the game (MOO2) so enjoyable, but I digress. He played it on his computer for awhile and saw what the game was like, how fun and detailed it is, and both a boon and a bane, bought another copy so I could play with him which as we found out was not possible, although we both enjoy the game and play it side by side as if we were in the same game.

But to try and stop rambling and get to the point, I think a simultaneous style similar to moo2, or what may be a never heard of title from reading above posts the dominions series, another multiplayer turn-based strategy (fantasy not sci-fi) which has a very effective pbem method which I think would work wonderfuly although that is just my personal non-coders opinion of course. In short, I love the game the way it is, as does my friend, and if a multiplayer expansion is released we'd both be sure to get it, because we'd love to be able to play against the computers together same as we do seperately and perhaps against eachother from time to time, if the game was exactly as it is now with a multiplayer portion, with all its dialog and ship designs and all the things that have said would have to be 'cut' intact, it would be a great game same as is it now. But I'm afraid I've rambled on long enough, so thats my quarter, as I do think I've gone well over my two cents with my thoughts.

Edit: Just added intact, so it wouldn't sound like I meant anything should be cut for the multiplayer expansion if one is to be, as I thought might be read from my rambling even when I read it myself
Reply #442 Top
Hello,

I'm fairly new to the boards here so I hope I'm not about to repeat a suggestion someone has already made.

It's not quite the same as multi-player but it's still fun. Get a group of people and agree on all game settings and have one person start the game. At a pre-arranged time, say the turn after the yearly UP vote, save the game and send it off to the next player.

We, some other players and I, used to do this with Medieval:Total War (which did have MP but not for the strategy portion of the game) and it was a hoot because each player would post a synopsis, terse or more detailed or written like a history to the forum. We had a great time with it as did others.

The only stumbling block I could see here is that there a lot of user created files and mods and I'm pretty sure that all the players would have to make sure they have exactly the same version of all the files. It might make e-mailing the save file and other files a bit of a chore.

And of course, or I think of course, all users would need the same versions and expansions installed. I know we did with MTW.

Anyhow, just a suggestion. It's not real multi-player but it is fun.
Reply #443 Top
Frogboy, I totally agree with you. I nearly never play online and Metaverse is as online as I need it. Your AI is very clever and I do not miss a human opponent.

Keep up the good work, you are really delivering something very special.
Reply #444 Top
I've read the first post, and I respect the choice the developers have made. However, let it be known that I would love to see multiplayer for this game.

There's one thing that bothers me though. When it comes to multiplayer, suddenly everything has to be about balance. Personally, I find a lot of multiplayer games I play only get interesting once the balance is somehow broken. I'm not talking about exploits or cheating, but it can be as simple as playing a team-based FPS online and being on a team with less people on it. Suddenly the game becomes more of a challenge, and my adrenaline is flowing. If you actually manage to prevail under those circumstances, the experience is a lot more rewarding.

Yet, all the time you hear about balance in online games, becase everyone has to have the same chances. The fact is, we are all different, so why not make the game interesting instead?

Galciv would lend itself to an excellent multiplayer, if you just allowed it to be unbalanced the way you spoke of singleplayer in the initial post. Nothing stops these things from passing over to multiplayer. That just adds an extra element of strategy and diplomacy. If the other players notice someone is doing well because they discovered a powerful relic, it's up to them to beat him back, perhaps putting their own strifes aside for a bit to form a temporary alliance. If they manage to contain him, perhaps they can demand the destruction of the artifact? Or does the biggest player want it for himself? Maybe it's time to form a second alliance in order to destroy the artifact once and for all? I could go on. I for one love these sort of things, even if I'm dealing with real people. I'm grown up enough to accept defeat, as long as I have had a good time playing!
Reply #445 Top
Rymdkejsaren, apparently you've never dealt with random opponents in multiplayer games. Magic Online was a lot of fun for me for a while, but every few games, the other person decides his deck isn't shuffled well enough, or your deck isn't "fair", and simply quits the game. Worse is when they refuse to quit so you have to concede if you want to play again.

Multiplayer games without a set circle of friends can breed amazing levels of immaturity, which is why developers are stuck having to do the balancing act.

But what's worse is GC2's single-player mechanics....

If you play multiplayer, who will play as the terrans? Oh joy, good diplomacy... which is meaningless when your diplomacy score doesn't affect trading (human players aren't going to go 'oh this guy has good diplo - I'll cut him a better deal).

Who will accept the inevitable crappy staring position I see in almost every game? You know the one I'm talking about - the race that gets isolated in the lower-left with only one star system and no chance of getting to the other stars before all the planets are colonized. That player will not have fun. Against the AI I may choose to quit in such a position. I may choose to "tough it out" for the challenge. But against humans it would be either quitting and pissing everybody off, or playing out of obligation and hating it. Feeling obligated to "tough it out" would make it boring for me. And if the AI gets the shaft, you know they'll be the weak race - do you befriend them in order to gain a long-distance trade ally, or destroy them before they can be gobbled up by somebody else? The AI in that position may be very happy to just be your trade buddy because they don't care about winning, but a human, not so much.

How do you deal with the Jagged Alliance commandeering 20-30% of the universe all at once? They won't be an effective AI player because the AI won't get the development it needs (look at pretty much every strategy game out there for examples of crappy AI) to compete, so that event just sort of has to drop.

Who will want to play as the altarians? Their special ability automatically gets others to join their wars. But players won't respect those rules, and will hate if they're forced into a war just because somebody attacked the altarians.

Who will play as the drath? What's the point of bribing people to go to war when there is no AI to manipulate? I may tell the other players that my super ability makes me better at starting wars, but you're all humans and you want to win, not plunge into a war that doesn't interest you just because I have a super ability.

The list goes on. GC2 is built from the ground up to be an amazing single-player game, and I pray they don't make the mistake of giving GC3 the multiplayer thumbs-up.
Reply #446 Top
doogles,
who would want to be this or that race, have you not discovered that you can create a custome race.
I would prefer LAN option connected via IP address, and then that would eliminate geting the players doing "dirty tricks" becuase you know who you are playing against.
Also you could still play with AI oponents as well as player oponents, and so most of the special abbilities coud still be of use.
The chance of getting a poor starting position could be remedied several ways, you could change the map to reduce effect of the starting positions (just tweek the stars, the spread, and habitable planets) or you could introduce some "fair maps" were starting positions are all in equal positions.
I would prefer the first option and if playing by LAN, quiting and starting again would not cuase such a great problem, as you knwo the players they will be o.k with trying again until everyone is happy with their start position.


Reply #447 Top
Yeah, this game definitely would NOT work with a 'battle.net' style multiplayer - the games are far too long and most players you find in that type of environment are the ones that would be immature as previously mention. However, an all custom race direct IP to IP connect style multiplay would rock. I've got a few buddies that we wouldn't get on a direct LAN to play, but we would have one host and the other two connect directly to his IP from their house - we all live within a few miles of each other.
Reply #448 Top
As was said by Moppy1982, Custom races would be the way to go. However, it may take half an hour to play a turn. That could be avoided by only playing small maps though. But at the expense of singleplayer would not be worth it.
Reply #449 Top

doogles,
who would want to be this or that race, have you not discovered that you can create a custome race.
I would prefer LAN option connected via IP address, and then that would eliminate geting the players doing "dirty tricks" becuase you know who you are playing against.
Also you could still play with AI oponents as well as player oponents, and so most of the special abbilities coud still be of use.
The chance of getting a poor starting position could be remedied several ways, you could change the map to reduce effect of the starting positions (just tweek the stars, the spread, and habitable planets) or you could introduce some "fair maps" were starting positions are all in equal positions.
I would prefer the first option and if playing by LAN, quiting and starting again would not cuase such a great problem, as you knwo the players they will be o.k with trying again until everyone is happy with their start position.



End of quote



SPELL CHECK!

I think the situation is that doing the amount of work necessary for multiplayer would be way too much for a game where a whole lot of the dev isn't going to convert to single player. Diplomacy would be gone, espionage would be unbalanced as hell, the Spin Control Center would be worthless (players will probably gather pretty fast that your "Battlecruiser Mk. III" isn't usually a 250 attack ship), many of the special abilities would be worthless, so custom races would all tend to feel about the same, etc.

It's not that there would be zero value for multiplayer, it's that a lot of time would be spent to make a multiplayer game that would have to ditch half the coolest aspects of the game, and would only appeal to a very small segment (those who don't mind anonymous jerks, or those who can play LAN games). At the expense of the single player awesomeness in GC2, it just isn't worth it.
Reply #450 Top
Hi Doogles,

i appreciate your comments, and I agree that there would be far too much work if this game were to be a totally online multiplayer game, setting up an online server, balancing races, changing various parts of the game to adapt to this and yes it probably would spoil it.
However compared to this the work required for direct ip to ip game would not need much tweeking at all. Computer controlled races would still exist no need for a server, or race balancing. I say leave all races and special abilities the same. If someone chooses a race with "poor abilities" against another player, then so be it. Most people would be playing against friends for the "fun" factor not to take the game too seriously. The only tweeking to the way the game runs would be when speaking to a player controlled race and negoiating a deal. But to resolve this, have a chat box to agree what they want for this or that and then go do the deal.