18,700
edits
(okay, it was at E3 too, Mac users didn't get all the MP to themselves) |
(some rewriting, and new video links) |
||
Line 1: | Line 1: | ||
==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 ( | [[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)]] | ||
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. | |||
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). | |||
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== |