#but i dont want a digital console if i could just by a pc
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picorimori · 2 months ago
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chat do i want an xbox that ill have to pay for for two years
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plxnetn1ne · 8 months ago
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since everyone in this fandom and their mum seem to be giving their piece about the ‘update’ coming to Hogwarts Legacy on the 6th, i figured id give my piece even if no one has asked
ive been seeing a lot of posts and replies about how “we should just take what we get and be grateful” and “the devs are working hard, do you know how hard game development is?”
im very aware of how difficult game development can be and how mentally taxing it is. i dont doubt that they’ve been through the mill.
the update is trash. its that simple. we’re allowed to feel upset about it, and for people saying that its not fair to be upset — it is fair. we shouldnt have to expect the bare minimum from a game that sold 22 million copies and reached nearly 2 billion dollars in revenue, a game that had 14 nominations for awards and 3 wins.
we were told we were getting a summer update alongside the Haunted Hogsmeade quest — the quest they promised to release to PC and Xbox in march when the game celebrated one year of release. they said, and i quote;
“As we near the one-year anniversary of Hogwarts Legacy, we wanted to let our community know that the Hogwarts Legacy PlayStation-exclusive content will be available on other platforms later this summer, along with additional updates and features for the game. Stay tuned in the coming months for more details on what’s coming to Hogwarts Legacy this year.” copy and pasted straight from Hogwarts Legacy’s official twitter page. along with additional updates and features to the game.
yes — i know, thats a very vague statement. it could have been taken in any way, but typically when additional updates and features — plural — is put into a sentence, you assume that there will be more than one new feature. it wasnt wrong for the community to assume that there was more than a few new additions coming to the game.
okay, we got photo mode — thats great for console players, but it isnt new for us PC players. im happy for my console buddies that finally get to bring their mc to life in the way ive been able to. im looking forward to seeing the uptick in photos upon the updates release. PC and Xbox got the new haunted hogsmeade quest, and thats great, considering the release of it was delayed by 3 months, but atleast we’re getting it. but basically. PS5 was fucked in the process, because everything minus photo mode is stuff they already had, and honestly, thats not fair. and double honest — thats not an update. thats the release of exclusive content plus a new addition.
for several months a summer update was hyped up, and the result was…. ps5 getting fucked, a photo mode that im going to bet my ass on will be buggy as all hell, and some cosmetics. so no — i wont be grateful. especially when we keep getting promised things and then getting fucked by a hot iron in the process. because i havent forgotten the documentary that was supposed to come out, and i still remember during September when they hyped up a digital surprise for Back to Hogwarts day and it ended up being 30 percent off on a game most of us already had, only for the game to go on sale for half off the following Nov/Dec for the holiday sales.
since the release of the game, modders have been basically picking up the slack by working their asses off to create bug fixes, better cosmetic options, enhanced schedules, companions, and so much more to keep the community somewhat entertained. this as well as the file miners that are constantly digging things up that we were robbed of, like the relationship list for companions, gaunt manor, other house specific quests, more quests concerning Isadora, on and on. on top of this, ive seen first hand how much of the outer parts of the map was developed only to be cut out. i spent a solid hour and a half today using free cam to fly around the outskirts of the map — buildings, caves, entire areas laid out for towns or poacher camps, all thrown out on top of all of the discarded quests and content.
and while im at it — ill be one of the few to say it, but Hogwarts Legacies storyline was not well thought out, or at the very least it wasnt very well portrayed. there were hundreds of questions we were left with upon beating the game. where did Anne go? what happened to the keepers after the final battle? why wasnt Isadora in her portrait? what were the keepers hiding? did inhaling the magic actually make a difference or was it just for shock value? how much of Isadora’s story did we miss? how was the undercroft tied in with Isadora when it was apparently a Gaunt secret? what even really was the undercroft?
yes, i know — “well arent they making a second one?” and yeah, im pretty sure they are, and maybe thats why we’ve gotten nothing more than a pile of bricks in the last year and a half. but, they should probably finish the first game before starting on a second.
this doesnt mean i dont love Hogwarts Legacy. i love the people ive met, the stories ive read, and i love capturing the screenshots i take from that game. the entire situation is just frustrating to no end.
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shortlascl · 2 years ago
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Can u download discord on ps4
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#Can u download discord on ps4 how to#
#Can u download discord on ps4 Ps4#
#Can u download discord on ps4 Pc#
#Can u download discord on ps4 how to#
In this tutorial i show you how to use discord on your console with simple steps.
#Can u download discord on ps4 Ps4#
On PlayStation 4 it’s a bit trickier: PS4 does not have official Discord.
#Can u download discord on ps4 Pc#
While being able to display your game status and online IDs on Discord is a nice feature, we hope all parties involved are open to expanding their feature sets, especially as Discord seems pretty immovable in the online chat space at present. You can use discord on playstation 4 and on the playstation 5. If you’re playing on PC or Xbox One, sharing your activity on Discord is as easy as downloading an app and signing in. What we've ended up with on PS5 and PS4, then, is very similar – if not identical – to Discord's offerings on Xbox Series X/S and Steam. Perhaps integration with PlayStation's Trophies could also have been implemented, with, for example, the option to auto-share screenshots to selected Discord servers whenever you've earned a particularly elusive Trophy although perhaps such a system would be too open to abuse, especially as it could allow naughtier users to spam messages to servers where sharing such content would be unwarranted. For example, having your Discord servers' voice-chat rooms accessible on console would have been a fantastic feature, especially considering the app's call quality has most of its competition beat. PS5's Discord integration is a little underwhelmingīack when PlayStation announced its partnership with Discord in 2021, we wondered just how robust a feature set both parties could bring to PS5 and PS4. The initial step is to download the Discord app on your desktop and log in with your account credentials. Change the Primary Output Port to Digital Out (Optical) Plug the USB into your. Go to Settings > Sound and Screen > Audio Output Settings. This is arguably the more useful feature, as it lets your Discord pals easily add you to their PlayStation friends list – great for an impromptu session of Apex Legends or Yu-Gi-Oh: Master Duel. Since we have cross play for call of duty now could we finally get Discord on PS4 I cant talk to my friends on PC in the lobbies I have to wait until we are in game and even then I have to mute all the other player because we dont want to be 'those guys' that talk all game. Connect the optical cable between your mixamp and PS4. In addition to displaying their current game activity, users can also choose to display their PlayStation Network ID on their Discord account. To connect your Discord account to your PlayStation Network account, open up Discord and head into User Settings > Connections on either desktop.
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imadeletingmysocials · 7 years ago
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My scores for E3, because apparently now i’m a dumb 4channer who thinks this /v/ meme shit matters, like it’s not gonna affect sales or anything it’s pointless as all hell [this is lenghy, but hear me out ok]
EA: 
4/10 - people will probably play the games regardless of how shitty this presentation was but... It felt pretty insulting. 
Battlefield V is probably gonna make a lot of money regardless cuz people like war games and it seems pretty well done, the more footage they have shown seemed better than their weird advertizement that made world war 2 seem very wacky, which honestly regardless if you’re a sexist neckbeard or not, seemed like a poor advertizement move. 
TinyBuild:
No one watched this lol and it was just 1 GAME and a fun cute musical that made people who aren’t strong enough to musicals die, 6/10 because it made nerds die and their song is catchy, i dont really care about their 1 game.
Microsoft:
 9/10 - I'm giving this much of a high score because I would play practically almost all of these games showcased (they’ll probably be available on PC which I’m biased for cuz I have a gaming PC), no kidding, I pretty much liked everything I saw and it was fairly straight to the point. Many gamers don’t appreciate the finer details of each game and think they’re generic but that’s just fanboys who haven’t played a single game outside of their favorites. 
Also my cousin uses those Xbox One netflix rip offs that gives you games so i’m happy for him. The presentation had a lot of diamonds in the rough games that will I will probably appreciate more over time (they might even become cult classics like Metro or Dying Light) than any of other games at other e3s. As for the stuff I won’t be playing: It’s mostly harmless so eh.
There was an abundance of trailers! It was like one after the other, pure goodness, it seems as if they left out all of the Sports games to EA to present and the only thing they showed that might not be anyone’s cup of tea was “Forza”, but honestly? I appreciate it, it seems like a good racing game even if I’m not one to buy racing games.... But the more you think about the number of good games presented, the less you’ll think about that, I mean they showed DEVIL MAY CRY 5!!! 
...The Funko Pop game made me scream though.
Bethesda: 
8.5/10  I cannot deny that these are games I will want to play regardless if they’re good or not. Sad to see nerds not enjoy the opportunity to meet ANDREW W.K. but I’m glad all of the divisions they own are making sequels to stuff I already like, so pretty much Bethesda played it safe.
Devolver Digital:
 8/10 It’s like that one b-movie film your college students made and you had a laugh with creating.
Square Enix: 
5/10 seriously, 30 minues of just trailers? Most of which we saw?? I guess it could be worse but who uses E3 screentime for mostly MMORPG deals! The new stuff was too vague to be excited about too.
Ubisoft: 
7/10 - I liked it when they made funny quirky things and their games are probably gonna be okay like usual, Ubisoft has dedicated fans that like their collectathon games they release every year, and it’s usually that one game you play when you’re bored and got nothing else, it’s okay. 
Gamers hate fun and dancing and all that stuff but I kind of find stuff like that exciting, while nerds who never went outside and who are sensitive as all hell to any representation of fun find it “cringey”. A panda dabbed, and that settles it, Ubisoft was the only E3 Brave enough to dab this year. 
PC Game Conference (it was fairly long):
I know none of you watch this one cuz y’all fake as hell but listen... Fuck you LOL, these are the type of games people actually play over 400 hours and really get people’s money. Like these are games built to last that might be on the best-selling Steam front page for MONTHS, like how Frostpunk was comfirmed last year during this conference, PC Gaming has been known for sleeper hits that nobody knows about (because the attention goes to cinematic experiences on consoles most of the time) but suddently everyone’s playing it. 
PC gaming has always been an alternative lifestyle and seeing as many people didn’t watch this one, that just proves the point that it still relatively alternative. Maybe it’s because everyone sounds dumb as fuck when saying “PC GAMER MASTER RACE” and acting like an elitist. 
The PC Gaming conference is always more of a talk show than a regular E3 which is why I respect it every year, fuck the hyperactive gamers that just wanna see flashy trailers, this one’s more SOPHISTICATED!! It feels a lot more human and less artificial. Either way, lot’s of what you might’ve expected: Simulators and Survival games you’ll probably spend 3 years playing until they make a better minecraft clone. 
Gamers like to act as if they’re tired of Battle Royale (already? It’s a new fad it still is here to stay for a little more) but the numbers and success of it doesn’t lie that it isn’t a fad that proves itself to be highly tempting to try out for developers. Go cry to valve that they didn’t release Half-Life 3 cuz you haven’t played any other FPS game without even researching that Valve pretty much fired all of it’s developers and you’re just being annoying.
I feel as if I need to comment what I saw at this e3 cuz nobody watched, they made a mod I liked from skyrim into a fully-ass game, they’re rebooting Star Control which not a single gamer today knows of, the HP Lovecraft open world detective game also seems very good. YAKUZA IS COMING TO PC!!!!!!!!! Killing Floor 2 stuff, Road Redemption stuff, SHARK RPG, cute indie games, Jeff Goldblum was there, Wall-E with a gun in VR which seems to have promissing good vr design by Insomiac games (yes the spyro people), 2 games about Taxi driving... Like sure I think it’s a good format for story telling but.
A cell-shaded art game, star citizen is still being made, and it’s gone to the point nobody really wants it anymore even if it’s... Still being made you know? So most guys are wrong that it was gonna be canceled. After that was the technical graphic card stuff which gamers don’t have enough capability to understand, stuff like 9k laptops that SELL a lot mind you. Rich people love that technical stuff. 
A space defense sim game, Don’t Starve Sequel, Just Cause 4 detailed explanation of the engine, Overkill’s The Walking Dead gameplay which has been in development hell for years now now has a release date, I discovered Clementine’s voice actor is white... Go figure, a literal pixelated roguelike (not what you think it is, it’s Noita), 
Theme Hospital REBOOT!!!! YES!!!!!!!!! And the doctors were cute. Probably one of the funniest games presented... Followed by REALM ROYALE HAHAHAHAHAHAHA. That harvest moon clone with a cute art style is still being made: Ooblets, no release date sadly. Anno is still going, cyanide and happiness still exists? and they’re making a battle royale? lol okay. How was Hitman 2 not announced during Square Enix?? Anyways it’s here at the end, the trailer was amazing and it’s coming out this year. 
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I don’t have that much strong feelings because it’s just a normal conference and not a special one you know? But I’ll give it a 8/10 or 7/10 im not sure cuz I seem to like most games and I found Frankie cute.
Sony: 
Yo usually Sony makes like a huuuuuuuge thing about their conferences (like this year they didn’t even showcase indie games) but this year they started from a church for the sake of immersion?? It reminded me a little of their first E3s during the 90s, and it almost felt like a indie gathering for musicians, I swear to god, Sony is borderline experimental trying to balance out their E3 across stages. Jeb played the banjo and people just ACCEPTED it... AND THEN someone played some JAPANESE FLUTE? aRT. It might come off as a bit arrogant for some tho.
Nerds hated it and thought it was bizzare, which is why it means it’s good. HAPPY PRIDE MONTH BITCHES. Anyways could have been a little more fast-paced... But then again when it was fast-paced it was just like: Huh? What was that? I’m a big Resident Evil Fangirl, RE2 was my childhood but ignoring that for a sec: finally, Death Stranding gameplay, remins me of shadow of the colossus but post-apocalpytic, survival horrorish and abstract sci-fi.
 Kind of feels more Metal Gear than MGSV did already Cuz Norman Reedus sounds like snake a lot more than the 24 hours guy, and because from what I’ve seen in the footage, someone acts like Otacon to “Sam”. I think most now can figure out the plotpoints of this game with what has been established. I might be a bit sad at the fact that this will be a PS4 exclusive just like Metal Gear Solid 4, which I still haven’t played fully because it’s PS3 exclusive and I only have a gaming PC. 
Also this E3 was surprisingly entirely SINGLE PLAYER, I sorta don’t believe in the “single player doesn’t exist” myth honestly, especially now. I’m not sure if that makes Sony’s E3 better or worse, maybe it needed more variation, like I’ve commented, usually they have an indie showcase which this year did not. There were few games shown but for what it was worth, it’s still interesting... But yeah just 5 games? No Spyro? (easy picking), nothing extra? I can understand why many people felt this E3 was upsetting.
8/10.
Nintendo
Here it is, the most overhyped developer of all of E3, the source of “Nintendo wins E3 by doing nothing” memes because Nintendo fans really don’t care about anything except Nintendo and then act surprised when they only care about Nintendo when they try to be a little more open-minded (and fail) even if other E3s probably make more games built to last in comparisson, cuz we gay people only care about NINTENDO YOU KNOW? Shade asside... 
I was pleasantly surprised this E3, it wasn’t just a series of okay at best releases, a strong 9/10. 
tHAT WAS WHAT I WROTE IN PREPRATION....
BUT THEN???? IT WAS JUST THAT??? NO PRIME 4 NO ANYTHING LIKE JUST 3 GAMES BASICALLY? (maybe there was 5 games but eh) I mean smash is good.. It’s pretty much just an update of the last smash, every character is REALLY FUCKING GOOD BUT.... JUST THAT? jeez.. Like, the only stuff I wanted from it was Mario Party and Smash... Okay maybe that 1 Mecha game. Also I guess fornite is now on Switch but I can play that anywhere else really.
I guess a 7/10 is all I can give to just Smash, if there was a little more I’d give it a 9/10 for sure but... ehh Just Smash? jeez, fuck... i MEAN I kind of get it, Nintendo doesn’t do “e3″ normally, they usually do 1 big game at E3 and then wait a couple of months to do that little seasonal announcement thing they do across the year, ugh.. Okay. Yeah I guess i shouldn’t have expected much. Still isn’t it weird that Miyamoto was in Ubisoft’s E3 but not this one??? what!
Anyways
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gisellesquires1-blog · 7 years ago
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[4.83 MB] Download Lagu FIFA MOBILE PRE SEASON GOLDEN SWORD TREASURE HUNT PLAN UNLOCKED!
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ntrending · 7 years ago
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You don't need an Xbox One X, but you'll probably like it
New Post has been published on https://nexcraft.co/you-dont-need-an-xbox-one-x-but-youll-probably-like-it/
You don't need an Xbox One X, but you'll probably like it
When the Xbox One X first arrived at my house, my TV was too crappy to allow me to really appreciate it. There I was, hooking up the “most world’s most powerful console” to a Sony TV I bought on Black Friday eight years ago. It seemed like a waste, so I made the jump into the world of 4K TV with HDR. I didn’t need the new screen, but once it was there, I could appreciate that it was actually better. And that pretty much sums up my Xbox One X experience overall.
What is it?
Microsoft set out to make the most powerful console ever—and it did, at least on paper, besting the PlayStation 4 Pro, which arrived earlier this year. It has a lot of impressive-sounding technical stats, like a 74-percent increase in processor speed and six teraflops of computing power (click here if you’re curious about what a teraflop actually is). In short, it’s a lot more powerful than its predecessors.
Testing
If you’re coming from a regular Xbox One, you’re going to notice a difference when watching UHD (ultra high-definition) content or playing games that have been enhanced for the One X. The colors are more impressive, and the graphics are sometimes so sharp that it’s unnerving. Do I really need to see every pore and scar on the face of my Gears of War character? Well, yeah, I do, actually.
UHD-enabled apps like Amazon and Netflix look similarly impressive, but that was the case with the Xbox One S, too. Load times for games are shorter on the One X, especially on legacy titles like Cuphead and Overwatch.
The entire Xbox experience feels pretty much the same, just slightly better.
What can I actually play on it?
Right now, the list of games optimized for Xbox One X is small. I mostly played Gears of War 4, because it’s full of dark shadows and bright explosions, which really hammer home the fancy visuals. The list of optimized games is growing all the time, but that’s where the Xbox platform runs into a bit of a hiccup.
While the Xbox One X is a new console, it’s not a new platform. Developers are encouraged to enhance games to take advantage of the full power, but it’s not a mandatory transition. Microsoft says optimized games will still look better, even on 1080p TVs, and it’s true, they do. This is because the One X uses a technique called super-sampling, which renders the visuals at full-resolution, then scales them down for the lower-res display. As a result, you still get improved shadows and crisper edges, but it’s not nearly as noticeable as it is on a UHD TV.
If you don’t have a really nice TV, the Xbox One X is total overkill, especially when you consider the roughly $220 premium it commands over the very capable Xbox One S.
It’s also worth noting that the games optimized for UHD play can take up more than 100GB of storage each. Both Forza 7 and Gears of War 4 were over the century mark, which means the 1 TB hard drive in the Xbox One X fills up quickly.
Is it a good streaming box?
According to Microsoft, Xbox users spend roughly 40 percent of their time doing things other than playing Xbox games. For its price, you can get the Xbox One S, and Apple TV 4K, and still have some money left over to buy a digital copy of Baby Driver (which is really good, if you haven’t seen it). For that price, it should be able to stand on its own as the only streaming box you need, but it’s not quite there yet.
The biggest quibble I have is navigating the Xbox menus. The latest update has actually made the Xbox interface a lot more intuitive, but using a controller as the primary input feels like an outdated way to do things. I’m used to having the option of an app to control things if I can’t find the remote and I really missed that here.
The content selection in the Xbox store when it comes to UHD content is lacking compared to others, especially iTunes. If you want to watch Wonder Woman through the Xbox Store, for instance, you’ll have to buy it for $20, as there’s no rental option. Other channels provide good alternatives, but it makes for a messier experience.
4K Blu-rays look rather amazing if your TV is set up to maximize the picture quality. In 2017, inserting discs to watch content feels downright archaic, but it’s worth the effort for the extra fidelity if you really want to appreciate something with impressive visuals.
Design
I’m breaking a gear writer commandment here and saying that I don’t care about the design of the Xbox One X. I put it in the cabinet below my TV and I haven’t seen it since. It’s unobtrusive, black, and relatively quiet. If you don’t like it, you could easily decorate it with a Sharpie or maybe some festive stickers, then go back to looking at the screen where the fun stuff lives.
The controller is the same streamlined design you’ll find packed with the Xbox One S. The changes in shape and texture are subtle, but pleasant. One plus for the One X is that some games will eventually support keyboard and mouse input for an experience that more closely mimics a PC.
Who is this thing for?
The Xbox One X is not for everyone, and Microsoft clearly knows that. It’s also not a true replacement for a high-end PC gaming rig—just ask any die-hard PC gamer and they will tell you all about it. But, it makes sense for people like me. I like shiny new things and the Xbox One X doesn’t feel like a console that will be woefully out of date in a year. The differences aren’t earth-shaking, but they are tangible, and it gets me close enough to PC performance without having to worry about building or buying a gaming machine.
The future of the Xbox One X also seems intriguing. There’s clearly enough power built into this thing to push a virtual reality experience like PlayStation currently offers, but we’ll have to wait and see if that comes to fruition. For now, buying an Xbox One X means not having to think about buying another console for a long time.
Written By Stan Horaczek
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symbianosgames · 8 years ago
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Making any game is a risky undertaking, but making a game in a niche is going to be twice as daunting. When that niche is local multiplayer, a format that has more obstacles to play than any other, that’s a lot of risk to take on.
“When we were making Sportsfriends, we would talk about how the hardware platform for couch multiplayer isn’t a particular console or operating system; it’s gamers who have more than one controller,” says Bennett Foddy, creator of Super Pole Riders & QWOP. “That platform declined enormously when the console manufacturers stopped packing two controllers in with their consoles, and it declined again with the rise of network multiplayer games. By the early 2000s there was basically nowhere to play couch multiplayer games, especially because most PC owners didn’t even have a single controller.”
Despite that, we’re seeing local-multiplayer games become more and more common over the past few years, and alongside that they’re often novel, mechanically experimental and generally great fun. Which raises the question: Why make your game local multiplayer rather than online?
We spoke to the Foddy, as well as the developers of Overcooked and Spaceteam, about the appeal of developing a local multiplayer game.
Foddy's Super Pole Riders.
"Some of my fondest gaming memories involved gathering round a screen with my friends or my family, and that just felt like an experience we really wanted to try and recapture."
Today, the proliferation of fast and reliable internet connections has left online multiplayer perhaps the most successful branch of video games in the world -- look at the likes of Dota 2 and League of Legends. The fact that these online multiplayer juggernauts haven’t completely squashed local multiplayer suggests that the experiences aren't really comparable. 
“For us, the appeal of making a local multiplayer game was that we had grown up playing those kind of games,” says Phil Duncan, designer o local co-op cooking game Overcooked. “Some of my fondest gaming memories involved gathering round a screen with my friends or my family, and that just felt like an experience we really wanted to try and recapture.”
In addition to the uniquely intimate experience, local multiplayer also avoids some of the biggest headaches that developers of online multiplayer games must grapple with. “With internet multiplayer you have to worry about cheating, griefing, unresponsive players, ping times/lag/latency, text chat/voice chat, servers, state synchronization, matchmaking, NAT punchthrough, downtime, player accounts, profanity, privacy issues,” Henry Smith, of Spaceteam fame, tells me. “There are companies selling Backend-as-a-Service products just to solve all these problems.”
Overcooked, which Phil Duncan worked on.
These problems can represent a large cost for developers in terms of both time and money. Nidhogg, one of the most compelling and downright fun local-multiplayer games made in the past few years, was plagued with online issues after launch. It struggled to translate the frenetic feel that it had been creating excitement around at demo events into the online space. 
“If you’re designing an internet multiplayer game, you have a huge number of constraints, but the main one is this: for any given series of events in the game, those events might happen at a different time, or even in a different order, on different people’s computers,” Foddy explains. “If I was designing Towerfall for an internet connection, I’d need to either slow the arrows right down (so they can be course-corrected to match everyone’s computer) or make them infinitely fast (so that players don’t notice any discrepancies in flight). It would be a very different game. These are the reasons why certain genres, like FPS, RTS and MOBA games, are so much more popular than other genres of online games.”
Matt Makes Games' Towerfall.
So a wider range of design options, fewer technical constraints, and a little dose of nostalgia certainly go a way to explaining the steady flow of local multiplayer games over the past few years. But Henry Smith asserts that it’s more than that. “It's mostly unexplored territory," he says. "There's so much room for experimentation and new experiences and new audiences. I get quite a few Spaceteam reviews that say 'I'm not a gamer, but I love your game' or 'This is the only game on my phone!.' People are playing with their kids and grandparents and their teachers. Seems to me like there are some great opportunities here.”
The fear is that you’re putting restrictions on the ‘when’ of your game, rather than the ‘how’. Instead of relying on someone merely being interested in playing your game, you need them to be interested and have enough people to play it with and have enough controllers. The trade off, Foddy tells me, is that developing local multiplayer is just plain fun. 
Bari Bari Ball, which was part of Sportsfriends along with Super Pole Riders.
“Making a good local multiplayer game can be more enjoyable than making a good single player game," he says. "With local multiplayer games, as soon as you add the most basic functionality and placeholder art, you call over your friend to play it and you’re instantly having a good time. With single player games, there can sometimes be months or even years of work before you have your first enjoyable playtest.’
“The best local multiplayer experiences involve deep competitive gameplay, but they also bring out a spirit of social fun and camaraderie, and a party atmosphere that is completely absent in networked multiplayer games," he adds. "That’s the major draw for me.”
Both Duncan and Smith gave me variations of the same answer when I asked them why we were seeing more local multiplayer games, and that’s that there is just more people playing games these days. 
“My guess is that games are getting more diverse and inclusive in general, and they're losing some of their stigma, so more people want to join in,” Smith tells me. “They might be people you hang out with anyway, or your family, or roommates, so adding games to the mix is a pretty natural extension.”
Messhof's Nidhogg.
Duncan agrees: “The way we look at it was that most people live with someone; be that their family, their partner, housemates etc. and that most games don’t allow for these people to play together in the same space (either because they don’t cater for players of different ages/abilities or simply because they don’t allow same screen multiplayer). We wanted to create a game that people could play together with their friends or their family in the same space and which would allow people who maybe don’t play many games all that much to have fun together.”
As the interest in these novel experiences grows, so too does the ability to play them. While digital is a big factor in actually getting these games into the hands of those who want to play them, the proliferation of control methods is growing too. This is exemplified by Smith’s Spaceteam, which uses mobile devices as the controllers. It even works to the game’s benefit, as having your own screen and not seeing those of the people you’re playing with is an essential element of Spaceteam’s chaos and confusion. 
A group playing Henry Smith's Spaceteam.
“I try to design for the unique strengths of the platform and environment I'm using,” Smith explains. “For local multiplayer games, that means things like: being able to see and talk to other players directly, a shared screen or small play area, the possibility of spectators. For phone games like Spaceteam, there are additional aspects: touch input, movable devices, ability to play in different physical locations, seeing other players' screens.”
There is no single answer to why you might want to make a local multiplayer game, but from talking to Foddy, Smith and Duncan, what’s clear is that, primarily, the time from idea to playtesting is an extremely short one, relative to other types of games. That means that during the development, you’re going to be constantly iterating in a very hands-on way, able to get an idea of how your game feels and plays throughout the development, rather than after you’ve done a chunk of work. When you think of it in that way, it’s hard not to see it as an attractive prospect. 
0 notes
symbianosgames · 8 years ago
Link
Making any game is a risky undertaking, but making a game in a niche is going to be twice as daunting. When that niche is local multiplayer, a format that has more obstacles to play than any other, that’s a lot of risk to take on.
“When we were making Sportsfriends, we would talk about how the hardware platform for couch multiplayer isn’t a particular console or operating system; it’s gamers who have more than one controller,” says Bennett Foddy, creator of Super Pole Riders & QWOP. “That platform declined enormously when the console manufacturers stopped packing two controllers in with their consoles, and it declined again with the rise of network multiplayer games. By the early 2000s there was basically nowhere to play couch multiplayer games, especially because most PC owners didn’t even have a single controller.”
Despite that, we’re seeing local-multiplayer games become more and more common over the past few years, and alongside that they’re often novel, mechanically experimental and generally great fun. Which raises the question: Why make your game local multiplayer rather than online?
We spoke to the Foddy, as well as the developers of Overcooked and Spaceteam, about the appeal of developing a local multiplayer game.
Foddy's Super Pole Riders.
"Some of my fondest gaming memories involved gathering round a screen with my friends or my family, and that just felt like an experience we really wanted to try and recapture."
Today, the proliferation of fast and reliable internet connections has left online multiplayer perhaps the most successful branch of video games in the world -- look at the likes of Dota 2 and League of Legends. The fact that these online multiplayer juggernauts haven’t completely squashed local multiplayer suggests that the experiences aren't really comparable. 
“For us, the appeal of making a local multiplayer game was that we had grown up playing those kind of games,” says Phil Duncan, designer o local co-op cooking game Overcooked. “Some of my fondest gaming memories involved gathering round a screen with my friends or my family, and that just felt like an experience we really wanted to try and recapture.”
In addition to the uniquely intimate experience, local multiplayer also avoids some of the biggest headaches that developers of online multiplayer games must grapple with. “With internet multiplayer you have to worry about cheating, griefing, unresponsive players, ping times/lag/latency, text chat/voice chat, servers, state synchronization, matchmaking, NAT punchthrough, downtime, player accounts, profanity, privacy issues,” Henry Smith, of Spaceteam fame, tells me. “There are companies selling Backend-as-a-Service products just to solve all these problems.”
Overcooked, which Phil Duncan worked on.
These problems can represent a large cost for developers in terms of both time and money. Nidhogg, one of the most compelling and downright fun local-multiplayer games made in the past few years, was plagued with online issues after launch. It struggled to translate the frenetic feel that it had been creating excitement around at demo events into the online space. 
“If you’re designing an internet multiplayer game, you have a huge number of constraints, but the main one is this: for any given series of events in the game, those events might happen at a different time, or even in a different order, on different people’s computers,” Foddy explains. “If I was designing Towerfall for an internet connection, I’d need to either slow the arrows right down (so they can be course-corrected to match everyone’s computer) or make them infinitely fast (so that players don’t notice any discrepancies in flight). It would be a very different game. These are the reasons why certain genres, like FPS, RTS and MOBA games, are so much more popular than other genres of online games.”
Matt Makes Games' Towerfall.
So a wider range of design options, fewer technical constraints, and a little dose of nostalgia certainly go a way to explaining the steady flow of local multiplayer games over the past few years. But Henry Smith asserts that it’s more than that. “It's mostly unexplored territory," he says. "There's so much room for experimentation and new experiences and new audiences. I get quite a few Spaceteam reviews that say 'I'm not a gamer, but I love your game' or 'This is the only game on my phone!.' People are playing with their kids and grandparents and their teachers. Seems to me like there are some great opportunities here.”
The fear is that you’re putting restrictions on the ‘when’ of your game, rather than the ‘how’. Instead of relying on someone merely being interested in playing your game, you need them to be interested and have enough people to play it with and have enough controllers. The trade off, Foddy tells me, is that developing local multiplayer is just plain fun. 
Bari Bari Ball, which was part of Sportsfriends along with Super Pole Riders.
“Making a good local multiplayer game can be more enjoyable than making a good single player game," he says. "With local multiplayer games, as soon as you add the most basic functionality and placeholder art, you call over your friend to play it and you’re instantly having a good time. With single player games, there can sometimes be months or even years of work before you have your first enjoyable playtest.’
“The best local multiplayer experiences involve deep competitive gameplay, but they also bring out a spirit of social fun and camaraderie, and a party atmosphere that is completely absent in networked multiplayer games," he adds. "That’s the major draw for me.”
Both Duncan and Smith gave me variations of the same answer when I asked them why we were seeing more local multiplayer games, and that’s that there is just more people playing games these days. 
“My guess is that games are getting more diverse and inclusive in general, and they're losing some of their stigma, so more people want to join in,” Smith tells me. “They might be people you hang out with anyway, or your family, or roommates, so adding games to the mix is a pretty natural extension.”
Messhof's Nidhogg.
Duncan agrees: “The way we look at it was that most people live with someone; be that their family, their partner, housemates etc. and that most games don’t allow for these people to play together in the same space (either because they don’t cater for players of different ages/abilities or simply because they don’t allow same screen multiplayer). We wanted to create a game that people could play together with their friends or their family in the same space and which would allow people who maybe don’t play many games all that much to have fun together.”
As the interest in these novel experiences grows, so too does the ability to play them. While digital is a big factor in actually getting these games into the hands of those who want to play them, the proliferation of control methods is growing too. This is exemplified by Smith’s Spaceteam, which uses mobile devices as the controllers. It even works to the game’s benefit, as having your own screen and not seeing those of the people you’re playing with is an essential element of Spaceteam’s chaos and confusion. 
A group playing Henry Smith's Spaceteam.
“I try to design for the unique strengths of the platform and environment I'm using,” Smith explains. “For local multiplayer games, that means things like: being able to see and talk to other players directly, a shared screen or small play area, the possibility of spectators. For phone games like Spaceteam, there are additional aspects: touch input, movable devices, ability to play in different physical locations, seeing other players' screens.”
There is no single answer to why you might want to make a local multiplayer game, but from talking to Foddy, Smith and Duncan, what’s clear is that, primarily, the time from idea to playtesting is an extremely short one, relative to other types of games. That means that during the development, you’re going to be constantly iterating in a very hands-on way, able to get an idea of how your game feels and plays throughout the development, rather than after you’ve done a chunk of work. When you think of it in that way, it’s hard not to see it as an attractive prospect. 
0 notes
symbianosgames · 8 years ago
Link
Making any game is a risky undertaking, but making a game in a niche is going to be twice as daunting. When that niche is local multiplayer, a format that has more obstacles to play than any other, that’s a lot of risk to take on.
“When we were making Sportsfriends, we would talk about how the hardware platform for couch multiplayer isn’t a particular console or operating system; it’s gamers who have more than one controller,” says Bennett Foddy, creator of Super Pole Riders & QWOP. “That platform declined enormously when the console manufacturers stopped packing two controllers in with their consoles, and it declined again with the rise of network multiplayer games. By the early 2000s there was basically nowhere to play couch multiplayer games, especially because most PC owners didn’t even have a single controller.”
Despite that, we’re seeing local-multiplayer games become more and more common over the past few years, and alongside that they’re often novel, mechanically experimental and generally great fun. Which raises the question: Why make your game local multiplayer rather than online?
We spoke to the Foddy, as well as the developers of Overcooked and Spaceteam, about the appeal of developing a local multiplayer game.
Foddy's Super Pole Riders.
"Some of my fondest gaming memories involved gathering round a screen with my friends or my family, and that just felt like an experience we really wanted to try and recapture."
Today, the proliferation of fast and reliable internet connections has left online multiplayer perhaps the most successful branch of video games in the world -- look at the likes of Dota 2 and League of Legends. The fact that these online multiplayer juggernauts haven’t completely squashed local multiplayer suggests that the experiences aren't really comparable. 
“For us, the appeal of making a local multiplayer game was that we had grown up playing those kind of games,” says Phil Duncan, designer o local co-op cooking game Overcooked. “Some of my fondest gaming memories involved gathering round a screen with my friends or my family, and that just felt like an experience we really wanted to try and recapture.”
In addition to the uniquely intimate experience, local multiplayer also avoids some of the biggest headaches that developers of online multiplayer games must grapple with. “With internet multiplayer you have to worry about cheating, griefing, unresponsive players, ping times/lag/latency, text chat/voice chat, servers, state synchronization, matchmaking, NAT punchthrough, downtime, player accounts, profanity, privacy issues,” Henry Smith, of Spaceteam fame, tells me. “There are companies selling Backend-as-a-Service products just to solve all these problems.”
Overcooked, which Phil Duncan worked on.
These problems can represent a large cost for developers in terms of both time and money. Nidhogg, one of the most compelling and downright fun local-multiplayer games made in the past few years, was plagued with online issues after launch. It struggled to translate the frenetic feel that it had been creating excitement around at demo events into the online space. 
“If you’re designing an internet multiplayer game, you have a huge number of constraints, but the main one is this: for any given series of events in the game, those events might happen at a different time, or even in a different order, on different people’s computers,” Foddy explains. “If I was designing Towerfall for an internet connection, I’d need to either slow the arrows right down (so they can be course-corrected to match everyone’s computer) or make them infinitely fast (so that players don’t notice any discrepancies in flight). It would be a very different game. These are the reasons why certain genres, like FPS, RTS and MOBA games, are so much more popular than other genres of online games.”
Matt Makes Games' Towerfall.
So a wider range of design options, fewer technical constraints, and a little dose of nostalgia certainly go a way to explaining the steady flow of local multiplayer games over the past few years. But Henry Smith asserts that it’s more than that. “It's mostly unexplored territory," he says. "There's so much room for experimentation and new experiences and new audiences. I get quite a few Spaceteam reviews that say 'I'm not a gamer, but I love your game' or 'This is the only game on my phone!.' People are playing with their kids and grandparents and their teachers. Seems to me like there are some great opportunities here.”
The fear is that you’re putting restrictions on the ‘when’ of your game, rather than the ‘how’. Instead of relying on someone merely being interested in playing your game, you need them to be interested and have enough people to play it with and have enough controllers. The trade off, Foddy tells me, is that developing local multiplayer is just plain fun. 
Bari Bari Ball, which was part of Sportsfriends along with Super Pole Riders.
“Making a good local multiplayer game can be more enjoyable than making a good single player game," he says. "With local multiplayer games, as soon as you add the most basic functionality and placeholder art, you call over your friend to play it and you’re instantly having a good time. With single player games, there can sometimes be months or even years of work before you have your first enjoyable playtest.’
“The best local multiplayer experiences involve deep competitive gameplay, but they also bring out a spirit of social fun and camaraderie, and a party atmosphere that is completely absent in networked multiplayer games," he adds. "That’s the major draw for me.”
Both Duncan and Smith gave me variations of the same answer when I asked them why we were seeing more local multiplayer games, and that’s that there is just more people playing games these days. 
“My guess is that games are getting more diverse and inclusive in general, and they're losing some of their stigma, so more people want to join in,” Smith tells me. “They might be people you hang out with anyway, or your family, or roommates, so adding games to the mix is a pretty natural extension.”
Messhof's Nidhogg.
Duncan agrees: “The way we look at it was that most people live with someone; be that their family, their partner, housemates etc. and that most games don’t allow for these people to play together in the same space (either because they don’t cater for players of different ages/abilities or simply because they don’t allow same screen multiplayer). We wanted to create a game that people could play together with their friends or their family in the same space and which would allow people who maybe don’t play many games all that much to have fun together.”
As the interest in these novel experiences grows, so too does the ability to play them. While digital is a big factor in actually getting these games into the hands of those who want to play them, the proliferation of control methods is growing too. This is exemplified by Smith’s Spaceteam, which uses mobile devices as the controllers. It even works to the game’s benefit, as having your own screen and not seeing those of the people you’re playing with is an essential element of Spaceteam’s chaos and confusion. 
A group playing Henry Smith's Spaceteam.
“I try to design for the unique strengths of the platform and environment I'm using,” Smith explains. “For local multiplayer games, that means things like: being able to see and talk to other players directly, a shared screen or small play area, the possibility of spectators. For phone games like Spaceteam, there are additional aspects: touch input, movable devices, ability to play in different physical locations, seeing other players' screens.”
There is no single answer to why you might want to make a local multiplayer game, but from talking to Foddy, Smith and Duncan, what’s clear is that, primarily, the time from idea to playtesting is an extremely short one, relative to other types of games. That means that during the development, you’re going to be constantly iterating in a very hands-on way, able to get an idea of how your game feels and plays throughout the development, rather than after you’ve done a chunk of work. When you think of it in that way, it’s hard not to see it as an attractive prospect. 
0 notes