Broader Multiplayer Connectivity
Posted: Sat Jul 01, 2023 4:03 pm
[TITLE EDITED TO AVOID CONFUSION]
Okay, so keep the missions, keep the squads, keep the rectangle compounds... But perhaps... One way to solve a lot of some of the problems I have been commenting on from easily skirted mission areas to timers would be to make a Tetris 99/Minecraft Build Challenge style grid-map connection.
So, everyone is still playing in their 4 man group, but each group is assigned a square on a larger virtual grid (this wouldn't be one large map which all players are in, but a system-driven grid with an impact on each other similar to Death Stranding). Once they clear their square, they push forward. However, if the squares either side have not been cleared by the time you have started, then the enemy will be stronger from that direction during the next mission (only lowering when the adjacent square has completed their mission).
It could solve a whole host of problems, create an engaging multiplayer angle and progression system, inadvertently make a Strand-game since you are actually supporting other people's games by lowering their difficulty if you are keeping up with the timer and punishing both you and other players if you are not keeping up.
Similarly, you could also then have a "difficulty" setting by putting those wanting a challenge in squares nearer to newer players so that the newer players will not be supporting them from their direction, while they are receiving the support from the more hardcore players... It's a win-win.
I hope I have explained this well. I'm not a boots-on-ground games developer so I can't speak for the reality of this concept, but perhaps it theoretically could solve a whole host of issues while creating an incredibly compelling almost narrative multiplayer experience as you slowly push through a city tackling objectives alongside a whole host of other players.
Okay, so keep the missions, keep the squads, keep the rectangle compounds... But perhaps... One way to solve a lot of some of the problems I have been commenting on from easily skirted mission areas to timers would be to make a Tetris 99/Minecraft Build Challenge style grid-map connection.
So, everyone is still playing in their 4 man group, but each group is assigned a square on a larger virtual grid (this wouldn't be one large map which all players are in, but a system-driven grid with an impact on each other similar to Death Stranding). Once they clear their square, they push forward. However, if the squares either side have not been cleared by the time you have started, then the enemy will be stronger from that direction during the next mission (only lowering when the adjacent square has completed their mission).
It could solve a whole host of problems, create an engaging multiplayer angle and progression system, inadvertently make a Strand-game since you are actually supporting other people's games by lowering their difficulty if you are keeping up with the timer and punishing both you and other players if you are not keeping up.
Similarly, you could also then have a "difficulty" setting by putting those wanting a challenge in squares nearer to newer players so that the newer players will not be supporting them from their direction, while they are receiving the support from the more hardcore players... It's a win-win.
I hope I have explained this well. I'm not a boots-on-ground games developer so I can't speak for the reality of this concept, but perhaps it theoretically could solve a whole host of issues while creating an incredibly compelling almost narrative multiplayer experience as you slowly push through a city tackling objectives alongside a whole host of other players.