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platformmaster918 said:
generic-user-1 said:
platformmaster918 said:

doesn't take nearly as much craftsmanship or time and care to make a few MP maps and put it on random cycle than to craft a 12 hour story with new gameplay encounters every level


Balancing is much harder than level design, because you need alot of people testing the game. we see good sp games every month, but we have to w8 years for good mp games.

exact opposite.  Don't know where you're getting that from look at how many people are contantly on MP games.  They're playing something while many skip over SP and the industry continues to move away from it.  You have no appreciation of every filmic element that goes into a great SP along with difficulty curve, AI, and variation to keep the player into it from start to finish.  Not to mention balance is in SP it's just not a balance of players it's a balance of player vs. AI.

but those people need a lot of mp games because they change them rapidly. the most mp games are dead after some months.

and you can forgive flaws much easyer in sp games.  i mean look at last gen, tlou has so many problems, but most flaws(like a unispired story and meh storytelling) arnt relevant for the ratings or sales.  why? because most people dont realy care for a great story and good storytelling, they are fine as long as it doesnt get boring.