Justin W: Hi, I'm Justin Weiss, your roundtable moderator, here
once again to continue our twice-a-month-ish discussion on RPGs. We have
some great topics tonight, but before we begin, I'd like our panelists
to introduce themselves:
Cortney: I'm Cortney, a newsie here at RPGamer. I'm an opinionated
feminist.
Andrew: I'm Andrew Long, head of the news department at RPGamer.
Currently, I'm studying for an English test. I may fail miserably :)
Alex: Hey, I'm Alex Wollenschlaeger, returning news-type person,
and, much to my dismay, I am way too tall for economy airline seats.
Chris: Yo. I'm Chris Boothroy, a brand new newsie. I'm a Gemini,
I like long walks on the beach...
Justin H: Hi, everybody! I'm Justin Harwood, a newsie, and staffer
in charge of squid.
Justin W: Ok, our first topic tonight is one that I personally
would like to see in many more games than it is: Many later SNES Square
RPGs had multiplayer modes, be it the multiplayer battles in Final Fantasy
V/VI or the true multiplayer mode of Secret of Mana. A slightly different
form of multiplayer exists in online RPGs such as Phantasy Star Online.
How do you think a multiplayer mode would add to the quality of an RPG
and what style of multiplayer mode do you think would be best for the
RPG genre? Are there any ideas beyond these mentioned that would work
for RPGs?
Justin H: I have to say, I'm glad to see true multiplayer modes
like Secret of Mana go away. Speaking as a nerd, it's hard enough to get
two whole friends of mine in the same state with me, let alone get them
to play an RPG with me. Trying to play Secret of Mana by myself was rewarding,
but a real pain at the same time, you know? I guess I don't mind it as
an option, but I don't want it as the main gameplay mode. Regardless,
I was surprised to see that Kingdom Hearts didn't offer some sort of multiplayer
option. It would have worked pretty well there, I think.
Alex: The verdict on multiplayer in RPGs very much depends on
why you're playing them in the first place. If you're in them for the
battles, then having a friend along for the ride is fantastic. Story-centric
games on the other hand can be rather impractical when you have to make
sure that you have your friends around every time you want to make some
progress in the game. The ideal for me would be something like a multiplayer
Grandia, but with a better story. Multiplayer games are generally most
fun when they are gameplay-centric, something that most console RPGs cannot
count as their defining characteristic.
Justin W: I was always a big fan of the Square SNES multiplayer
RPGs. There's really nothing like being able to have a few friends over
for a marathon RPG session and actually have them involved rather than
just passing the controller around. Sure, you never really beat multiplayer
RPGs unless you switch to single player from time to time, but it's still
a lot of fun. I'd also love to see a multiplayer tactical RPG sometime.
You could fight battles together as a team, only to one day be pit against
each other in a climactic battle of human against human. Golden Sun kind
of did this with the coliseum, but I'd rather see it done in a strategy-RPG
setting than a standard RPG setting.
Justin H: Maybe I just don't have enough friends? Anyhow, I don't
have a problem with a multiplayer option, per se, I just have a hard time
buying a game without a strong single player mode.
Justin W: That's true. There's really no point of playing through
a bad game multiplayer if it's a bad game single-player.
Chris: I don't think RPGs like Final Fantasy should be focused
with multiplayer aspects. Role-playing Games with strong stories are more
enjoyable for one player as opposed to two or more players. Games that
are focused on "multiplayer", especially in RPGs, lose a lot to the story.
Sometimes it CAN work, but more often than not it doesn't work.
Justin W: See, I'd like to see an RPG focused on home multiplayer.
I think they could do some really interesting things with the way the
story unfolds, the way the battles are set up, and the way the relationships
between the players and the characters develop. It's really relatively
uncharted territory and I think it has a lot of potential.
Alex: I'll grant you that. Multiplayer is something that has hardly
been explored, and I think that developers could really surprise us.
Chris: I've been big on MMORPGs (Massively Multiplayer Online
Role-playing Games) like Ultima Online, Dark Age of Camelot, etc. They're
considered RPGs yet they lack highly in the story department. Most of
the stories are player developed, which can work but only if the player
base is dedicated to it. Games that are built off of their great storylines,
like the Final Fantasy series, could suffer from the lack of a storyline
in the game.
Cortney: I'm partial to classic multiplayer over massively multiplayer
because it encourages living camaraderie, as opposed to playing with some
stranger who lives a thousand miles away. For all you know, that hot little
female necromancer on EverQuest could really be a 35-year-old creep named
Marv who lives in his parents' basement. Think "Comic Book Guy" a la The
Simpsons. In any case, what better way to foster a friendship than by
beating a boss together? Or by kicking the ever-living snot out of each
other? While this is possible with a stranger on the other end of an Internet
connection, having a living, breathing person by your side is so much
better. My husband and I love to play video games together, as it brings
us together as friends. Don't forget the "masses are asses" theorem. Far
too many people on MMORPGs are bound and determined to cause trouble for
other players, e.g. killing them with high-powered characters, cursing
people in AOL lingo, etc. That is why I avoid MMORPGs.
Justin W: See, I think that if a company were to create a story
around the fact that more than one human player was going to be playing
the game, it would allow for a single-player-ish storyline, but with actual
human interaction. It could be the best of both worlds, or it could be
the worst, but it'd be interesting all the same. Yeah, I think having
it be multi-player-offline would help alleviate a lot of the MMORPG complaints.
Justin H: It sure could be interesting. I'm just afraid it would
be "interesting" in a SaGa Frontier (read: bad) way. Look, the last thing
I want to do is discourage new ideas in gaming, but I guess I've just
been burned by so-called 'experimental' RPGs too many times.
Cortney: That's an interesting idea. Suppose only you and your
select friends could play together online without interlopers. You could
connect with long-distance friends easily.
Justin W: Right, and I think that knowing that there was another
human being behind another one of your characters would make the relationships
between those characters that much stronger.
Alex: But, Justin W, what kind of game are you thinking of? Two
people playing at the same time, or something more episodic, where gamers
can continue their part of the story at their leisure?
Justin W: I'm thinking along the lines of both. Perhaps both players
could be members of one party for most of the game, but maybe they split
off eventually into a split-screen or an episodic environment. It could
give the world a larger appeal, if you had the impression that your party
is bigger than just you. Eventually, perhaps you could even fight the
other human with the experience, weapons, and skill you each gained.
Justin H: Now THAT would intrigue me. Something I could play with
friends if I wanted to, but could also just play by myself. That I could
enjoy, I think.
Alex: Something like Suikoden 3 could be cool in multiplayer,
with each person playing a different perspective. Then, later in the game,
you would have to hook up to waste the last boss.
Justin H: So, to sum up, I think we could all be sold on the idea,
if it was done in the right way. Not too surprising, really.
Justin W: Right. It'd be tough to make it all coherent and fun,
but it's definitely possible.
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