Friday, October 23, 2009

To Multiplay, Or Not To Multiplay

Currently weighing the value and use of multiplayer in "Deep Blue". Does it make sense? What does it add (if anything)? What does it require? What does it take away? Is there a "gotta have" reason for it?

Ever since early on in the play testing process Connor made the request for multiplayer. However, since this was my first shot into XNA and C# the best I've been shooting for at this point was couch play with two player co-op in two MANTA subs. Couch play seemed only logical since, barring some incredible miracle, I don't see "Deep Blue" having enough concurrent game plays to support a XBox Live multiplayer mode.

But the domino effect of including simple couch play will be felt throughout the game. How do we allow two players in the water and still have a balanced game that isn't twice as easy with two people? Then there's the whole process of registering two controllers and possibly two XBox Live accounts. Some of the UI elements (like showing the current depth) become confusing with two players.

At this point I think I'd rather toss multiplayer this time around and possibly use that time to create an awards/achievement system and more story elements.

I guess I'll run it past the game design boss, Connor, and see if he'll let it go. I just don't want to add multiplayer if it doesn't truely add something to the game play. Having it just to have it, does not increase the fun.