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Multiplayer: Difference between revisions

→‎Original multiplayer: oh well, one section at a time
(more accurate?)
(→‎Original multiplayer: oh well, one section at a time)
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[[Category:Pre-beta]]
[[Category:Pre-beta]]
==Original multiplayer==
==Original multiplayer==
Perhaps the biggest blow to Oni's reception was that there was no multiplayer option. Combined with complaints about the AI, players wanted to be able to play against other humans, but this option, although developed internally at Bungie West, was not included in the release due to the constraints of Internet gameplay latency at the time. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (and still is; [http://wolfire.com/overgrowth Overgrowth] a.k.a. Lugaru 2 promises LAN support only).
Perhaps the biggest blow to Oni's reception was that there was no multiplayer option. Combined with complaints about the AI, players wanted to be able to play against other humans, but this option, although developed internally at Bungie West, was not included in the release due to the constraints of Internet gameplay latency at the time. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (and still is; [http://wolfire.com/overgrowth Overgrowth] a.k.a. Lugaru 2 promises LAN support only; [[Mirror's Edge]] ; a notable exception seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).


It is not clear why Bungie did not at least include LAN play functionality, since it was being used in their office for netgames and can be seen in use about 30 minutes into [http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov THIS] video. However, it is likely that multiplayer suffered from more than latency, and that the developers/publishers, well aware of the other shortcomings of the game, didn't want to add potentially frustrating netplay to the lot.
It is not clear why Bungie did not at least include LAN play functionality, since it was being used in their office for netgames and can be seen in use about 30 minutes into [http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov THIS] video (you can see the 2-minute sequence on its own [http://iritscen.oni2.net/Steve%20demoes%20netplay.mov HERE]; notably, these 2 minutes are the only Oni-related sequence in all of the Bungie TV broadcasts). However, it is likely that multiplayer suffered from more than latency, and that the developers/publishers, well aware of the other shortcomings of the game, didn't want to add potentially frustrating netplay to the lot.


http://geyser.oni2.net/genesis/multiplayer/oni_MP_1.jpg
http://geyser.oni2.net/genesis/multiplayer/oni_MP_1.jpg
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:[[Pre-beta_content|screenshots]]
:[[Pre-beta_content|screenshots]]
:[http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov Bungie TV day 2] (30 minutes)
:[http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov Bungie TV day 2] (30 minutes)
:[http://iritscen.oni2.net/Steve%20demoes%20netplay.mov 2-minute excerpt] from the above, where Steve Abeyta demo,strates disarms on a human opponent.
:other videos (a lot of them, actually...)
:other videos (a lot of them, actually...)