Multiplayer: Difference between revisions

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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.
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 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 [[wp:E3|E3]] of May 1999 in Los Angeles, the New York City [[wp:Macworld/iWorld|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 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.
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.
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*[https://www.youtube.com/watch?v=3vKJAZZWIxI E3, May 1999]. GameSpot's brief coverage of Oni at E3 shows more MP gameplay; though brief, this is the clearest footage. Are there 9 players in that game!?
*[https://www.youtube.com/watch?v=3vKJAZZWIxI E3, May 1999]. GameSpot's brief coverage of Oni at E3 shows more MP gameplay; though brief, this is the clearest footage. Are there 9 players in that game!?
*[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 MP 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 another Bungie employee (Jim Ruiz) to give us the longest look at MP.
*[https://www.youtube.com/watch?v=NSV_DlalNpE 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]
*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] (note that Oni is running on the PS2 here!)


<gallery caption="Photo evidence: Macworld NY, July 1999" mode="packed">
<gallery caption="Photo evidence: Macworld NY, July 1999" mode="packed">
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[http://oniplayer.oni2.net/ OniPlayer] was a project coordinated by typhen and involving [[User:Admin|Alloc]], Kumo, neonew, and [[User_talk:Ssg|ssg]]. Up till the departure of typhen in 2005, the project remained in the memory-hacking phase, with limited applications of this knowledge being made by Alloc's [[ONI-Trainer|OniTrainer]], typhen's [[OniFly]], and neonew's [http://neonew.oni2.net/ OniHook], which could replicate character animation states over a network.
[http://oniplayer.oni2.net/ OniPlayer] was a project coordinated by typhen and involving [[User:Admin|Alloc]], Kumo, neonew, and [[User_talk:Ssg|ssg]]. Up till the departure of typhen in 2005, the project remained in the memory-hacking phase, with limited applications of this knowledge being made by Alloc's [[ONI-Trainer|OniTrainer]], typhen's [[OniFly]], and neonew's [http://neonew.oni2.net/ OniHook], which could replicate character animation states over a network.


The next attempt at incorporating MP into Oni was the [[Flatline]] project, started in 2008, with its last release in 2011, and made possible by the [[Daodan DLL]]. Development progressed up to the point where Internet gameplay was smooth in low-latency conditions, though gunplay was not yet supported. [https://www.youtube.com/watch?v=GMeWr11QVjU This video] was made with the last Flatline build before development ceased.
The next attempt at incorporating MP into Oni was [[User:Gumby|Gumby]]'s [[Flatline]] project, started in 2008, with its last release in 2011, and made possible by the [[Daodan DLL]]. Development progressed up to the point where Internet gameplay was smooth in low-latency conditions, though gunplay was not yet supported. [https://www.youtube.com/watch?v=GMeWr11QVjU This video] was made with the last Flatline build before development ceased.


The most recent attempt at injecting MP into Oni is the [[Zukai]] project, begun in 2012, with its first release in 2015, though it is currently only available for macOS, with a Windows version to follow when gameplay is no longer in a rough alpha state.  
The most recent attempt at injecting MP into Oni is [[User:Iritscen|Iritscen]]'s [[Zukai]] project, begun in 2012, with its first release in 2015, though it is currently only available for macOS, with a Windows version to follow when gameplay is no longer in a rough alpha state.  


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