Large Games
May 30th, 2008So we had a large play test today on the latest Eternal Silence 3.0. It was sort of bittersweet. I had fun, but got personally frustrated at some point because of all the weapon spam.
Most of our play tests are in the 10-14 people range because we have trouble getting lots of people together. In my mind this is when the game really shines. Teamplay is the most important thing for 16 players or less and the objectives are easy to capture with a little teamwork. The game flows nicely, things move around. No one weapon dominates all others. If you communicate via the microphone, the game is absolutely enjoyable.
Unfortunately, past the 16 player mark things start to deteriorate. The maps are tight, and you start getting groups of 3v3 which end up in bloodbaths. The game gets reduced down to deathmatch as grenade launcher, flamethrowers and ion cannons take up the spotlight.
It’s really difficult to capture anything when the game is that large, and it just ruins the fun for me. All of a sudden the rules break, the whole thing falls apart and rather than being in a giant space assault, you’re back in a multiplayer game. Don’t get me wrong, I think this is a problem with ALL multiplayer games out there. The same was true of Insurgency, Battlefield, Team Fortress, Counter-Strike. You name it, they lose their fun at some point.
I think developers these days cram a lot into their games. If 10 players is fun and 16 players is more fun, it seems only fair that 32 players, or even 64 would be absolutely amazing. I’m starting to disagree, I think 16 players is the sweet spot for multiplayer games. Any server can handle it, the extra bandwidth allows you to spend more per player and provide them with a better, more accurate experience. The game plays more predictably and moves gracefully.
That’s why I am seriously considering imposing a maximum server size of 16 or 20 on Eternal Silence. Not for 3.0, since it’s too late for that, but maybe for 3.1. I would much rather have 30 servers with 16 players all having a blast than 15 servers with 32 players in spamfest games which aren’t much fun at all.
The game is balanced, the game is fun. The only problem is things get sticky with more than 16 players, and I really don’t think it’s a design problem I want to tackle. We’re much better off simply imposing the limitation and force every server admin out there to make the game fun. The extra bandwidth we can use on fancier effects and environmental changes.
I’m going to be pushing for this as 3.0 gets released to the public. We’ll see how it fares. All I can say is personally I prefer a smoothly flowing game without stalemates, and with more than 16 players it becomes extremely difficult to do that.