Tuesday, April 13, 2010

Verdict on Multiplayer

This is first multiplayer Mario game. From a design perspective, the multiplayer ability was executed well. The camera will zoom out as the players move towards opposite ends of the screen. However, the camera will only zoom out so far, so the player(s) to left will be pushed along, which can result in the character's death because they are pushed between the edge of the screen and one of the solid structures, like blocks. For the first attempt at true multiplayer play in this type of game design, it went very well. There are other multiplayer Mario games, but none of them allow for two characters to play at the same time. Players either have to take turns, or deal with a hero/sidekick dynamic - see CoStar Mode of Super Mario Galaxy.

From a player's perspective, multiplayer play can be an absolute disaster (see any of the multiplayer posts on the blog). Too many cooks really spoil the broth. Unless all but the strongest player put themselves in bubbles to be carried along, or all of the players are completely in sync, or possibly in a tower formation - all of the characters standing on each others' shoulders, (something I should try to pull off when I can get two other players, one preferably with a Propeller Suit), the players will inevitably trip over each other, leading to frustrations and arguments. I've heard from other players this is not something to do with your significant others, as it can easily wreck relationships with arguments. One of the problems is the order in which players start the level. If the stronger player, most powered up character, or the leader of the pack is not out first, they cannot just walk past the people in front of them, which can cause frustration because players will be telling each other to move, which can result in an uncoordinated mess. The mess becomes greater on the harder levels, especially ones with large amounts of ice, lava, large gaps, or purple water. Many lives will be lost and continues needed.
That being said, multiplayer can lead to improved communication skills. Players have to talk to each other to coordinate actions, like when to jump on vines and where to position themselves for quick escapes through pipes. Multiplayer can go really well on the easier levels, with less frustration and dying if the communication is strong. The bubble option is also a good idea, but during gameplay, it is difficult to keep from popping the bubble unintentioanlly because it keeps floating in the way. I'm not sure if you can control the bubble, except by shaking it to move it towards playing characters to pop. The frequent bubble popping makes carrying along other players difficult, especially if they are popped into gameplay at inopportune moments, leading to death. Also, if only one character is actively playing, with all other players in bubbles, and the playing character dies, the level has to be started over, which is very annoying. The bubbles can also be popped in comical situations, such as when a player falls out of a popped bubble to get in the final hit from a boss.

Overall, multiplayer gameplay is an interesting experience. It might be best to use it when you've already beaten the game, so game overs and inability to complete levels do not hinder progress. It is probably best, as I found, to stop playing multiplayer on harder levels, and just let one player go in solo. When I stopped playing multiplayer on harder levels, I beat the levels in far fewer tries, usuallly ten or less. After beating that level the other player(s) should join in to continue to experience. As I keep playing, I may refine or even change my opinion on multiplayer play. It all depends on who the other players are.

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