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Multiplayer: Difference between revisions

175 bytes removed ,  16 March 2022
m
wording; striking mention of State of Emergency, as there was NO Internet multiplayer in this game
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m (wording; striking mention of State of Emergency, as there was NO Internet multiplayer in this game)
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When Oni was first being shown publicly, multiplayer (MP) was promised, at least over LAN.  Some words from the Oni staff on multiplayer (back when it was in development) can be found in 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, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3185 it was announced] that there would be no multiplayer feature in Oni due to issues with latency (though the decision [http://carnage.bungie.org/oniforum/oni.forum.pl?read=10354 may have been made] as early as December 1999).
When Oni was first being shown publicly, multiplayer (MP) was promised, at least over LAN.  Some words from the Oni staff on multiplayer (back when it was in development) can be found in 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, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3185 it was announced] that there would be no multiplayer feature in Oni due to issues with latency (though the decision [http://carnage.bungie.org/oniforum/oni.forum.pl?read=10354 may have been made] as early as December 1999).


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 (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).
The lack of multiplayer in the final product might 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 making melee combat work over the Internet was nearly impossible at that time.


Some questioned why Bungie did not at least include LAN play functionality, since visitors to Bungie's booths were able to play LAN games 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, multiplayer seems to have had latency issues even on LAN; Hardy LeBel [http://web.archive.org/web/20010816164220/http://www.insidemacgames.com/features/00/lebel/ stated], "The biggest factor in the decision to remove multiplayer support was the technological hurdle. We had been playing Oni over our office LAN and consistently experienced serious problems synching up the characters in multiplayer battles." Additionally, without more time to develop content for MP mode, the developers did not want to frustrate players with an incomplete netplay feature.
Some questioned why Bungie did not at least include LAN play functionality, since visitors to Bungie's booths were able to play LAN games 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, multiplayer seems to have had latency issues even on LAN; Hardy LeBel [http://web.archive.org/web/20010816164220/http://www.insidemacgames.com/features/00/lebel/ stated], "The biggest factor in the decision to remove multiplayer support was the technological hurdle. We had been playing Oni over our office LAN and consistently experienced serious problems synching up the characters in multiplayer battles." Additionally, without more time to develop content for MP mode, the developers did not want to frustrate players with an incomplete feature.


For a period of time, starting from the announcement that MP had been cut (on day 3 of E3, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3216 May 13, 2000]), until some months after Oni's release, it was hoped that an update to Oni would 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 lack of financial motivation, no patches were made to Oni.
For a period of time after the announcement that MP had been cut (on day 3 of E3, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3216 May 13, 2000]), it was hoped that an update to Oni would add in multiplayer. However, as Bungie no longer owned the code, it would have fallen on Take-Two Interactive to perform this work. Whether due to the difficulty of learning and building on Bungie's code, or lack of financial motivation, no patches were made to Oni.


'''Firsthand fan accounts of MP.''' The first four are negative even about the promise of decent LAN performance, and the fifth post is more optimistic.
'''Firsthand fan accounts of MP.''' The first four are negative even about the promise of decent LAN performance, and the fifth post is more optimistic.
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*[https://www.youtube.com/watch?v=iiBE8N1auuo Macworld NY, July 1999]. In a one-minute interview, Project Lead Brent Pease talks about Oni, and some footage of attendees playing MP is shown.
*[https://www.youtube.com/watch?v=iiBE8N1auuo Macworld NY, July 1999]. In a one-minute interview, Project Lead Brent Pease talks about Oni, and some footage of attendees playing MP is shown.
*[https://www.youtube.com/watch?v=Z3u76geVaio Macworld NY, July 1999]. MacObserver shows several seconds of gameplay from the show floor.
*[https://www.youtube.com/watch?v=Z3u76geVaio Macworld NY, July 1999]. MacObserver shows several seconds of gameplay from the show floor.
*[https://www.youtube.com/watch?v=HOmKXhZJ3b8 Macworld SF, Jan. 6, 2000]. In this excerpt from the Day 2 broadcast of BungieTV, Oni's animator, Steve Abeyta, works with one other player (Jim Ruiz) to give us the longest look at MP.
*[https://www.youtube.com/watch?v=HOmKXhZJ3b8 Macworld SF, Jan. 6, 2000]. In this excerpt from the Day 2 broadcast of BungieTV, Oni's animator, Steve Abeyta, works with another Bungie employee (Jim Ruiz) to give us the longest look at MP.
*Multiplayer at E3, May 2000: [https://www.youtube.com/watch?v=yFQNu-r4TOc], [https://www.youtube.com/watch?v=Sc8crcxjfgM], [https://www.youtube.com/watch?v=8Wp3xqAD4xw]
*Multiplayer at E3, May 2000: [https://www.youtube.com/watch?v=yFQNu-r4TOc], [https://www.youtube.com/watch?v=Sc8crcxjfgM], [https://www.youtube.com/watch?v=8Wp3xqAD4xw]


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==Fake multiplayer==
==Fake multiplayer==
[[Image:OTA Mountain Compound.jpg|thumb|250px|right|In Oni Team Arena, you fight on one side of a large AI-driven battle.]]
[[Image:OTA Mountain Compound.jpg|thumb|250px|right|In Oni Team Arena, you fight on one side of a large AI-driven battle.]]
[[AE:OTA|Oni Team Arena]] was developed by [[User:geyser|geyser]], after an "Unreal Tournament" attempt by [[User:Script_10k|Script10k]], with help from [[User:Your_Mom|Your_Mom]] and [[User:EdT|EdT]]. It used respawning AIs to emulate multiplayer-like gameplay and experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). The mod was initially Windows-only, but once the Mac game application's BSL capabilities were brought up to par with Windows Oni, it was possible to make a fully featured version of OTA available for Macs too.
After an initial "Unreal Tournament" attempt by [[User:Script_10k|Script10k]], [[AE:OTA|Oni Team Arena]] was developed by [[User:geyser|geyser]] with help from [[User:Your_Mom|Your_Mom]] and [[User:EdT|EdT]]. It used respawning AIs to emulate multiplayer-like gameplay and experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). The mod was initially Windows-only, but once the Mac game application's BSL capabilities were brought up to par with Windows Oni, it was possible to make a fully featured version of OTA available for Macs too.


Apart from gameplay videos such as [https://www.youtube.com/watch?v=rV1j0q63KFg THIS] one, a remarkable scene (''heartwarming and disturbing at the same time... --geyser'') is that of [https://www.youtube.com/watch?v=x5SgCZpY-wo Russian kids playing Oni Team Arena] and enjoying themselves tremendously.
Apart from gameplay videos such as [https://www.youtube.com/watch?v=rV1j0q63KFg THIS] one, a remarkable scene (''heartwarming and disturbing at the same time... --geyser'') is that of [https://www.youtube.com/watch?v=x5SgCZpY-wo Russian kids playing Oni Team Arena] and enjoying themselves tremendously.