James Joseph Emerald said:
Why aren't there ever any multiplayer games that give you a fascinating character to play, with complex motivations and gameplay that rewards you for investing in your role? Am I alone in pining for something like that?
A dream game of mine would have all the players control characters waking up on a mysterious island, where you need to work together to survive. But each character has their own backstory, skillset and agendas: one man is trying to find his lost daughter; a soldier is trying to recover all the dog tags of his massacred platoon; one woman is a morally bankrupt scientist who needs to keep the little girl she's been experimenting on hidden; a pilot needs to repair his plane and rescue as many people as possible; a spy is trying to murder everyone to keep the island secret, but needs the plane fixed first so he can escape with some documents, etc. These character-agenda combinations could be rolled randomly so each game is distinct and the narrative emerges differently.
The gameplay would necessitate that you forge alliances to survive. I'm envisioning something like the open-world survival gameplay of DayZ crossed with the "you always need an ally nearby or you're screwed" mechanics of Left 4 Dead, but with less running-and-gunning and more running-and-hiding. The backstory/agenda system then encourages you to play in a way that enriches everyone's experience, rather than everyone just deciding to shoot on sight.
Just imagine all the fantastic multiplayer games you could make by leveraging/inspiring people's imaginations, rather than just having them mindlessly shoot at each other.
James Joseph Emerald said:
Exterminas said:
So creating the branching stories and multiple paths that many people may not ever see in your game has become hugely uneconomic.
That may be true of a linear, single-player game. But I'm talking about a multiplayer open-world game designed to be played over and over again, where the branching story is created organically through player interaction.
A bit like one of those murder mystery party games where everyone plays a suspect and have to deduce who the murderer is, but using computers to make it a lot more fluid and reactive.
Your posts, to me, read like "Why haven't we cured cancer yet? Curing cancer would be so cool." In addition to the reasons others have mentioned above about game limitations and player interaction, there's the fact that it's expensive and time consuming to make all that, and it's a whole crapton more work than you probably think it is. It's also a case of 'Sounds really good when you say, not so good when people try to do it."
Remember how, a while back, alot of open-world multiplayer sandbox survival games were released in Early Access? DayZ, Rust, 7 Days to Die, that kind of thing. Notice how many of them are still in Early Access. Sandboxes take a long, long time to make, and there's a whole lot of features and systems you have to add to have a game like that. Open-world multiplayer games take serious time and effort to make, since you have to iron out a lot of bugs. And that's without the dialogue and interaction system that you want.
There's no easy way to add in a system that rewards roleplaying with most pre-existing software. You'd need some kind of system like in Facade, a game where you talked to a bickering married couple. However, as that game illustrated, a dynamic dialogue system with any kinks or deficiencies draws you out of the experience, since you don't have the freedom that the game is promising, and you might unintentionally do something you didn't want to (like how the word 'melon' could get you booted out of the house in Facade). If it's just by doing actions, then you run into the pragmatism problem. I remember hearing that in Call of Juarez: The Cartel, the 3 co-op players all had secret, hidden agendas that they had to further without the others noticing while playing the game. But because you want your co-op partner to level up from a gameplay perspective, they'd just go "Look over there for a bit while I steal these drugs". Players will almost always forsake proper roleplaying if it helps them succeed at the mechanics of the game.
The other issue is, of course, that emergent stories mimic real life. And real life is written very poorly. In a pre-written story, the hero goes on a thrilling adventure, has brushes with death, almost gives up on their dreams, but then perservere and accomplish whatever it was they wanted, and then have some cake to celebrate. In real life, the hero could get stabbed to death by a random yahoo or drop dead of a brain aneurysm at any point on this journey. Real life is kind of anti-climactic, and any game with emergent types of stories would suffer from the fact that about 90% of them would be really bland and dull and not very interesting.
James Joseph Emerald said:
Consider this:
You spawn as The Spy. Your objective is to kill everyone as subtly as you can to avoid detection (not hard to code). Another player is The Father, searching for his daughter (also not hard to code). You stumble across a minefield and barely escape. Later you meet The Father, but by then he has a shotgun and you've got nothing but a sharp stick. You realise you'll never defeat him, so you pretend to have seen his daughter hiding in a bush nearby, which is in the middle of the minefield. When he goes to look, he triggers a mine and blows his leg off, and you loot his shotgun. But unbeknownst to you, he manages to survive by wrapping a tourniquet around his leg, swearing vengeance.
You later meet The Pilot, whom you realise you need to coerce into helping you escape. You hold him at gunpoint and march him back to his plane, but The Father has anticipated this and got there first on horseback. A gun battle ensues, but is interrupted when The Scientist arrives in a jeep along with The Daughter, hoping The Pilot will help them escape. You threaten to gun down The Daughter unless everyone surrenders to you, but while you're distracted The Pilot runs away. So you kill The Daughter and retreat, leaving both The Father and The Scientist with nothing left but to band together in mutual hatred and hunt you down.
That entire tale and a hundred other variations could be facilitated with some pretty simple procedural algorithms.
The 'hundred other variations' include "The Father shoots the Spy on sight because he got spooked", "The mines killed you", "The shotgun wasn't properly cleaned and blows up", "the powder in the shells got wet and doesn't work", "The Daughter was killed by the Scientist, and you never meet him", or, most boringly, "everyone generally gets along". You also mention that the objectives are 'not hard to code', but they do, in fact, seem like they would be difficult to program properly, especially since I'm not really sure what the game is rewarding you with. Do you get points and just 'win' like in Werewolf, do you get more XP, does the dev send a hooker round to your place, or what?
Not saying your idea is inherently bad, mind, just that it's a lot more complex and difficult to pull off well than you realize, and that's why it doesn't exist. Stick with Werewolf or Town of Salem.