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Multiplayer: Difference between revisions

some rewriting, and new video links
(okay, it was at E3 too, Mac users didn't get all the MP to themselves)
(some rewriting, and new video links)
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==Original multiplayer==
==Original multiplayer==
[[Image:Oni MP at MacWorld NY 1999 3.jpg|thumb|250px|right|Kevin Armstrong, Oni's networking programmer, is seated at the computer in the background (MacWorld NY '99)]]
[[Image:Oni MP at MacWorld NY 1999 3.jpg|thumb|250px|right|Kevin Armstrong, Oni's networking programmer, is seated at the computer in the background (Macworld NY '99)]]
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 claimed constraints of network latency. 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; a notable exception seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).
When Oni was first being shown publicly, multiplayer (MP) was promised, at least in a LAN setting. Some words from the Oni staff on multiplayer (back when it was in development) can be found in the interviews with [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong] (networking programmer) and [http://oni.bungie.org/special/part2/steve.html Steve Abeyta] (3D animator), as well as with Brent Pease himself (see video link below). Eventually, in May of 2000, it was announced that there would be no multiplayer feature in Oni due to issues with latency.


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 this [http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov Bungie video] broadcast from the San Francisco [[wikipedia:Macworld_Conference_%26_Expo|Macworld Expo]] on January 6, 2000 (you can see the 2-minute sequence on its own [http://iritscen.oni2.net/movies/Steve%20demoes%20netplay.mov HERE]; these 2 minutes are the only in-game Oni footage in all of the Bungie TV broadcasts). Visitors to Bungie's booths at the [[wikipedia:Electronic_Entertainment_Expo|E3]] of May 1999 in Los Angeles, the New York City MacWorld Expo of July 1999 and the San Francisco Macworld Expo of January 2000 were even able to play Oni LAN games (pictured at right). However, it is possible that multiplayer suffered from more than latency, and that, without more time to develop this mode of gameplay, the developers decided to cut it rather than frustrate players with an incomplete netplay feature.
The lack of multiplayer in the final product may have been the biggest blow to Oni's reception. Combined with complaints about the AI, players wanted to be able to play against other humans. 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; a notable exception from Oni's time period seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).


Some words from the Oni staff on multiplayer (back when it was in development) can be found in the interviews with [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong] (networking programmer) and [http://oni.bungie.org/special/part2/steve.html Steve Abeyta] (3D animator, mentions "Oni Soccer" and kickable furniture).
It is not clear why Bungie did not at least include LAN play functionality, since visitors to Bungie's booths were able to play 4-8 player LAN games (pictured at right, video below) at the [[wikipedia:Electronic_Entertainment_Expo|E3]] of May 1999 in Los Angeles, the New York City [[wikipedia:Macworld_Conference_%26_Expo|Macworld Expo]] of July 1999 and the San Francisco Macworld Expo of January 2000. However, it is possible that multiplayer suffered from more issues than just latency, and that, without more time to develop this mode of gameplay, the developers decided to cut it rather than frustrate players with an incomplete netplay feature.
 
For a period of time, starting from the announcement that MP had been cut (at the Macworld Expo of May 2000), until some months after Oni's release, it was hoped that Oni would be patched to add in multiplayer. However, as Bungie no longer owned the code, it would have fallen on Take Two to perform this work. Whether due to the difficulty of learning and building on Bungie's code, or some lack of motivation, no patches were made to Oni.
 
Video evidence:
*Macworld NY, July 1999: [http://iritscen.oni2.net/movies/Brent%20at%20MW%20NY%201999.mp4 Brent talks about Oni MP]
*E3, July 1999: [http://iritscen.oni2.net/movies/Oni%20at%20E3%201999.mov Gamespot coverage briefly shows Oni MP]
*MacWorld SF, Jan. 6, 2000: [http://iritscen.oni2.net/movies/Steve%20demoes%20netplay.mov Excerpt from Day 2 broadcast of BungieTV with Oni MP]


==Fake multiplayer==
==Fake multiplayer==