Single Player Palaver
Look! Two blog posts in quick succession; check me out. That said, this post was started fairly soon after the last one, it may yet take a while to finish. I started this out as a big old thing, and decided halfway through that there were a couple of topics that I wanted to cover. This part will be about the trend for single player titles to feature fairly redundant multiplayer elements.
On one hand we have developers complaining about games being too long and expensive to make, and at the same time we seem to be determined to add in extra content to existing IPs to help elongate the experience. Why? Why do Uncharted 2 and Bioshock 2 both have multiplayer? Adding it in costs time and money, and is always going to be somewhat tacked on compared to the main campaign. In Bioshock 2’s case, the multiplayer is a fairly standard assortment of various modes, while Uncharted 2 has those elements as well as a fairly fun cooperative mode that utilises the franchise’s trademark banter and sense of fun. But I’m still concerned as to why they were put into the IP in the first place, and whether or not the resources used could have been spent elsewhere during the games’ development cycles.
This isn’t a rant against multiplayer, by the way. I have spent tens of thousands of hours playing Counter Strike and Command and Conquer and World of Warcraft and Eve Online, so have nothing against killing and being killed by various people on the other side of a television/computer screen. I also appreciate that a lot more people are online these days (and indeed have to be if you want to play anything by Ubisoft), so appreciate games that take the time and effort to make thoughtful use of multiplayer elements in their titles. Games like Demon’s Souls, Army of Two, Kane and Lynch… even Resident Evil 5 were built up with multiplayer in mind, and the various implementations have been terrific. Some games just aren’t thoughtful about the multiplayer experience though, and we end up with the “tacked on” feeling I mentioned earlier. Then there’s White Knight Chronicles, which manages to completely balls-up the single-player experience in a ham-fisted attempt to add multiplayer. Here’s how:
White Knight Chronicles is an RPG from Level 5, a respected and normally reliable developer most famous for the Professor Layton series. WKC was the developer’s first PS3 title, and so expectations were suitably high. Before the game came out, cinematic trailers showcasing stunning FMV and hinting at an epic story. Starting the game takes you into a Character Creation process as flexible and thorough as the system we used in Aion. Then, after spending however long creating your little avatar chap (a good half-hour, in my case) you’re thrust into the game, and you start as someone completely different! Leonard is the star of the show, the character who soon finds the White Knight and becomes him whenever necessary. You soon bump into your character though, and sit down looking forward to see how what part they play in this grand story. Haha….
That’s the point when you discover that your avatar is, in fact, a mute mannequin. Mine never says a word, is only acknowledged at the very start of the game, and has absolutely no interactions with any of the other characters during any of the cut-scenes. It’s like my guy is this needy, mute loner who has found the only group of miscreants who haven’t yet told him to piss off, and is clinging onto them because he thinks that means he can finally add people on Facebook (or “Ye Olde Face Booke” or whatever) when he gets back from saving the bloody kingdom. He’s a completely redundant character, necessitated only because Level 5 decided to implement this strange game-within-a-game multiplayer thing in which your character runs round areas you’ve already been to in the main campaign, smacking big bastards around the head with their staff/sword/whatever you’ve decided to specialise in. Even if they were dead set (random plug: Dead Set is an excellent Big Brother/zombie outbreak series - watch it) on having that multiplayer thing in, couldn’t they just have Leonard transform into him? He can already turn himself into a thirty foot, glowing-eyed, armoured knight, for Christ’s sake; I’m sure him morphing into whatever freak of an avatar you create for the MP parts would have been less weird than those creepy, creepy cut-scenes. Here’s an example - the player character is the tall bald dude in the dress. See? Weird.
I’m interested in knowing just why developers see so much value in incorporating clumsy multiplayer aspects into their games. The internet is a fantastic resource, and multiplayer gaming has come a long way in recent years, so why are so many development studios adding in exactly the same multiplayer functionality? In so many cases we just see Capture the Flag reskinned and renamed, and what for? Another bullet point on the back-of-box text? Madness.




