Wasgood wrote:Pox wrote:bert_the_turtle wrote:Please, please, persistent multiplayer world with that. I'd spend day in, day out building devious bombs and hiding them, leaving clues in messages to well respected players. Or mount them on IR sensor controlled, people seeking minicars. Tehehe.
Yes, yes, this. This.
It'll be like all those dangerous mechatronics projects I've dreamt of building, but with less risk of lawsuit or prison time.
MY GOD HE HAS HIT THE GOLD MINE.
Oh shit guys, Uplink multiplayer! It would totally work.
Please, consider for at least a minute how anything you're talking about would even work. Because, as far as I can see, it wouldn't. Imagine a persistant gmod map - it sounds like a nice idea, but people quit and leave shit laying around, and no one cares about that stuff except that it's "in the way", nor do they probably care about anything you make. You all want to make wonderful chain reaction bombs and challenge people to difuse them. The problem is, no one gives a shit about your bombs, because they're basically undiffusable since they're so complicated, and no one even wants to diffuse bombs really anyway, they only wanted to play so they could make undiffusable bombs for other people to fail at diffusing so they can cackle to themselves. Multiplayer just doesn't work like that.
It doesn't even really work vs AI either because it basically boils down to a high maintenance (if you're using bombs) tower defense. Really it can only work as defence vs AI with a complicated learning AI, which will always eventually be defeated by finding something it simply doesn't have the ability to attempt (the only real way past this barrier is constant development). It works slightly better as AI vs player, where there is an auto generated defended tower which the player must attempt to infiltrate, but, this can very quickly turn into uplink, where it soon boils down to a "apply solution X to protection Y, hack, ????, profit" model. Both of these can however be adapted to (effectively cooperative) multiplayer if there is a constant hand of development, be it by the originals devs or by modability (but you need savvy modders or you just get nigh undiffusable bombs again)
Really, as a single player game, it would probably need to be a bespoke problem/solution game (ie, to some extent, a hand crafted puzzle game) to be successful in the sorts of gameplay you guys seem to want, with a learning curve development, content and a story. I don't think this is really where IV want to go any more, because they haven't previously had a) the ability to make a decision what route to take their games down when they design them like this (eg Darwinia) and b) sufficient people to design and produce the necessery content in a timely manner.