derpysquirtle64 said:
Angelus said:
Just off the top of my head, if I were making such a game, I would have a story with a certain amount of missions that are separate from this shared world structure, in which you just experience the narrative. Then upon completion, you open up the sort of endgame, in which you accept various contracts/missions that send you back into the world, and it's here where you cross paths with other players.
You could also get around the issue of playing Joanna this way. Have her be the playable character for the story, then do a little scene for the endgame where she's recruiting a new agent, which leads you into the character creator. Easy.
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I agree but why separate though? Just let this experimental feature be optional. So, those who want to play it solo will play it solo, and those who want to play it in multiplayer will play it in multiplayer mode. I'm really excited for a new Perfect Dark game. I hope it would be on the same level as the original one on N64. But if MS forces multiplayer in it I wouldn't even bother.
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You could do it either way, but if you make the shared world aspect part of the story (to switch on or off), then the narrative has to give you a reason during each mission for why someone else from a competing agency or whatnot might appear and mess with you. That's not an issue of for gameplay loop, but it does present one for compelling storytelling. Depending on the stakes, and the nature of narrative, it's hard to keep justifying that the same sort of outside interference is happening at every step of the way. You could write a story that works around that specifically, but it would limit you in some fashion. Or you could ignore the story implications, and just pretend that for all intents and purposes there's only one player out there, but then it feels disjointed.
It also just affects the mind of players differently. It's the difference between certain people feeling there's a purpose built single player experience, that isn't being hamstrung in some way to fit a multiplayer experience, and vice versa. Whether or not there's an actual compromise happening if/when you meld them together, a not insignificant percentage of people will always perceive it as such.
Splitting them is simpler, cleaner, and ultimately less likely to negatively incline someone to your game.