The more the merrier; it’s an old saying with rich implications to game design. Games are most often crafted for one-player experiences, and rightfully so because a game is always played by at least one player. It is noteworthy, though, when a game plans entertaining experiences for both one-player and multiplayer experiences. After all, such flexibility in how the game caters to its player(s) requires intensive planning and tight execution. Upon such successful implementation, a game can fluidly transition from a one-player to a multiplayer experience. From their ability to entertain multiple people, multiplayer modes remain a paramount setting for games. Taking that setting further, games built for multiplayer gameplay satisfy players with dynamic and lively experiences that single-player games cannot synthesize.
Balancing skill levels
Players approach games with differing skill levels. Multiplayer games often combat this ability and experience difference to prevent one player from always winning. This equalization helps keep gameplay fresh and players engaged. Much like with a slot machine, variable outcomes accrue attention and dedication; when players do not know who will win, they invest more energy to win, resulting in a more enjoyable playing experience. Mario Party 5 embraces this randomness in its last five turns. The Mario Party franchise notoriously infuses luck into its gameplay, and at the start of the last five turns in Mario Party 5, one of four randomly decided outcomes alters gameplay. These outcomes range from the traditional tripling coin value of red and blue spaces to the zany substitution of all red coin spaces with dangerous Bowser spaces. The inclusion of this last-minute randomness spices gameplay with a final spree for victory where any player, regardless of skill or even current standing, can make a comeback. Thus, ability and experience are balanced to promote a spirited rush for victory for all players.
Rather than relying on randomness to balance skill level, New Super Mario Bros. U utilizes its bubbling mechanic to prevent less savvy players from becoming discouraged. In this colorful platformer, up to four players race through levels to reach the end flagpole. Death comes frequently, but lives and power-ups are plentiful to balance this difficulty. If a player realizes that a platforming section is too tough, however, they may “bubble” and trail along the other players. This bubble mechanic ingeniously keeps all players together while preventing bubbling players from obstructing non-bubbling players. When a difficult platforming moment is done, non-bubbling players may touch the bubbles of bubbling players to return them to the gameplay. Bubbles offer less adept players a brief respite to pause, plan ahead, and then more successfully platform. With this bubble mechanic, every player can engage a stage at his/her own pace, resulting in a more fluid, accommodating playtime.
Cooperation/competition
Cooperation and competition are natural by-products of involving multiple people to complete a task. Even if everyone says that they act in concordance, subtle behavior often illuminates different intentions spawned from competition. Several games strive for almost complete cooperation, such as Kirby’s Epic Yarn, while other games, such as Tetris 99, openly embrace inter-player competition. Some of the most dynamic multiplayer experiences, however, arise by blending player aspirations for both cooperation and competition. The cute, cheery art style of Snipperclips, for instance, deceptively insinuates a relaxing playtime. Players work together to snip each other into a desired shape to complete tasks such as filling in an outline or dunking a basketball. (Props to Snipperclips for iterating its main snipping mechanic to synthesize so many differently themed level mechanics.) But in terms of that snipping mechanic, an unspoken competition exists. Players frequently and “accidently” snip each other out of spite or good fun. This constant possibility of being snipped instills a Prisoner’s Dilemma situation in which players can cooperate for a desired reward (level completion) or can sabotage each other for a riskier, yet more entertaining reward (comedic chaos). This blending of cooperation with competition keeps players on edge and suspicious of one another, humorously countering Snipperclips’s peppy exterior.
Super Mario 3D World also balances player cooperation with competition through its crown mechanic. Throughout each level, players gain points by defeating enemies, getting power-ups, etc. The player with the most points at the end of a level is announced the winner and earns a crown to wear during the next level. This crown offers no power-up; it is mainly a visual aesthetic with bragging rights. Chaos ensues over this superficial congratulation, however, because players can knock the crown off of each other and wear it themselves. The player wearing the crown at the end of the level gains a significant amount of points, thereby motivating players to sabotage one another to get the crown while cooperating with one another to complete a stage. Even without those crown points, though, players would likely fight over the crown due to its intrinsic desirability. The winner wears the crown, and players want to be the winner. Therefore, players would likely struggle to wear the crown regardless of additional points it offers. This competitive process takes place all while cooperatively coordinating movement among players to fight enemies, avoid danger, and earn power-ups. This pursuit for the crown is a delicate dance of cat and mouse that enriches gameplay with spicy balance of squabble and assistance.
Different gameplay experiences
As previously mentioned, some of the best games balance their one-player and multiplayer experiences to produce enjoyment regardless of how many players are present. One method to reach this continual level of fun is to twist gameplay by the number of players. Stated differently, gameplay elements can be consistent, but experienced in a different way with the addition of more players. Fortnight reaches this experiential difference with its inclusion of teamwork. Sure, one player can hop off the battle bus to enjoy a game alone against 99 other players who also fight alone. However, the player can alternatively recruit friends to form a team and fight other teams. With two to four members in each team, gameplay of shooting and building persists, but is executed differently. With multiple players working in tandem, players take roles, scout ahead, build bases, share items, etc. to better prepare their team. The player dynamic transitions from “me” to “we” with perceptions of gameplay following suit to a more collectively enjoyed experience. This transition keeps gameplay fresh in its applications, thereby rewarding players who embrace it together.
As a more dramatic example, Overcooked’s zany multiplayer experience wildly changes given the number of players present. One player can tackle this game alone, but will most likely become overwhelmed with the numerous kitchen duties that require attendance. Hence, multiple people most often engage Overcook to prepare meals in the most complicatedly designed kitchens of all time. With two players, tasks are balanced and even. Competent players can meet all demands to get the illustrious three star ending score. Three players often results in a gameplay imbalance, with two players working on one task and one player working on another task. Players must coordinate and communicate effectively to manage this asynchronous rate of work. Once again, however, competent players can manage this challenge. Four players, however, introduces quite literally too many hands in the kitchen. Players frequently bump into one another, confuse orders, work on the same task while ignoring others, and ultimately contribute to Overcooked’s delicious chaos.
New ways to play
With multiplayer, some games can completely rethink the typical gaming framework. For example, one of EA’s few good games, A Way Out, is completely built for multiplayer enjoyment. In this story-based adventure, two players control criminals who escape jail, make difficult decisions, and work together to find freedom. Even the visual display balances the multiplayer experience because the screen is divided into two sections, and when one player is in an important conversation or action scene, his/her portion of that screen increases in size. This visual change allows the player to handle the important game event, while also not completely transitioning attention away from the other character. Many games are designed for solely one-player experiences, but not many games are entirely crafted for multiplayer journeys. This difference separates A Way Out from most games, and embodies its teamwork-centric gameplay.
As a less direct example, even single player games can be savored by multiple people playing together. The Fire Emblem franchise has always incorporated one-player games. Later additions to the series attempted some multiplayer modes, but these features are largely underutilized because of connection difficulties and because Fire Emblem’s gameplay relies on exploitation enemy mistakes (which is easy with enemy AI, yet difficult with patient humans). Despite these difficulties, Fire Emblem games can still be richly savored with pass play. Pass play involves multiple players working together on gameplay and passing a controller from one person to the next in turns. This sharing keeps all players engaged because each person’s turn is either present or quickly approaching. The tactical and strategic elements of Fire Emblem games specifically benefit from pass play because two heads are better than one; players can work together in pass play to formulate smarter, safer courses of action. Working together also subtly educates players of differing strategies that other players prefer. Typically, players enjoy Fire Emblem with their favorite strategies and preferred unit types. By pairing players, however, strategies are more balanced and adaptive, resulting in a different, more impressive gameplay experience that one person could not reap alone.
Conclusion
Aside from multiplayer games representing their own gaming category, games frequently feature a multiplayer mode. From their ubiquity alone, it is thus important to successfully execute those multiplayer features. Multiplayer options expand the accessibility of games, introducing them to party settings, competitive tournaments, and more. Furthermore, consoles are designed to be enjoyed with multiple people. The Nintendo Switch features two controllers built-in, enabling multiple people to enjoy its games from the start. With the world becoming more interdependent and interconnected, gaming may follow suit, resulting in a more communally shared gaming experience. If this trend should occur, then the future of multiplayer games will be worth sharing, so sit down, relaxe, and grab a joy-con.
Comments