Despite what I chose to title this thread (hey it got you to read it, didn't it?), this post isn't really going to be about the many things I find wrong with Halo and all its bastard children. No, I have a larger problem I want to talk about, it's just Halo's fault that that's what made me notice exactly how big a problem it was in the first place.
For those of you who don't want to read through what I anticipate will be a lengthy post, let me just put the main point here:
Why are developers sacrificing single player for multiplayer?
Having said that, let's elaborate. I want you to consider something. When a person buys a game at a store (or online, or whatever), what does that tell you about the person? (Also, for sake of example, let's assume that the game is not given as a gift)
Does it tell you that person is social? No, and in fact if they play video games they probably lean at least a little on the anti-social side.
Does it tell you the person has any friends? No.
Does it tell you that the person has a gold Xbox Live membership? Probably not.
There is only ONE thing that you can pretty much guarantee when someone buys a game for themselves. They own the console that it's for, and they WANT TO PLAY IT. Each copy of a game sold equals ONE more person playing. Maybe they want to play online, maybe they don't. Maybe they want to play co-op, maybe they don't. But they are PLAYING THIS GAME. The only thing you know as a game developer is that people will buy it to play it. So why are so many games coming out that operate under the assumption that people have friends to play games with, or worse yet, that they want to play online with some 12-year-old douchebag?
I'm not against the concept of multiplayer - I certainly play Demon's Souls online and have my Soul Sign down whenever I have the chance - but I don't like what the future looks like when games like Halo and Call of Duty, which have the shittiest of shit single player, are selling like mad because people are clocking upwards of 300 hours playing online. Multiplayer is a FEATURE for fuck's sake, not a premise. It goes on the box next to 'cinematic gameplay' and 'all-new combat system' (though admittedly, you wouldn't see the second one next to any shooter in the last five years).
As you may have gathered by now, I'm a little bit biased in this area because I love single player. I love playing through an epic campaign, spending hours and hours doing whatever it is the developer has set out for me to do. Multiplayer to me is ultimately pointless; sure it's fun to skirmish every now and again (I have spent more time with Perfect Dark's multiplayer than I'd like to admit), but the core of any game should always be the part made for the person who bought the fucking game.
Some games are exceptions to this rule. Party games like Rock Band (or something like Mario Party) don't require a strong campaign mode to succeed, though it always helps. Guitar Hero: Warriors of Rock still managed to be boring as fuck despite having the most innovative single player of any music game to date. Though I haven't finished Rock Band 3's yet, so that may change. Those games, I don't go into expecting to play with a set goal, besides maybe 'unlock all the songs' and even that is only so I have more material.
These games, however, are few and far between. Shooters, RPGs, RTSs, and all the other genres that make up the majority of gaming are supposed to provide me a distraction for 10 or 15 hours (or in the case of Tales of Symphonia, 60 hours). I haven't played MW2 myself, but from what everyone that HAS played it tells me, you can practically get through the story mode in a lunch hour. I don't understand why people are willing to pay full price to run around in the same dozen environments shooting the same six guns at the endless horde of online opponents.
Games started as single player experiences. As technology improved, we developed co-op and mulitplayer, and eventually online interactions. All of those are good things, but it's important to remember where we started, and where the core must remain.
Oh, one more thing.
It may be hard to tell from that rant, but my problem is not directly with games that focus on multiplayer. That MAG thing game out a while back and I didn't have a problem with it. I didn't buy it, but it was fine by me. Why, you ask? Because it SOLD itself as a pure multiplayer experience. My problem, for those of you that are wondering and didn't catch on from the one-line-explanation at the top, is when developers make the single player suck because they are paying more attention to multiplayer. Single player should NEVER take a back seat. Either make it the priority or don't put it in at all.
For those of you who don't want to read through what I anticipate will be a lengthy post, let me just put the main point here:
Why are developers sacrificing single player for multiplayer?
Having said that, let's elaborate. I want you to consider something. When a person buys a game at a store (or online, or whatever), what does that tell you about the person? (Also, for sake of example, let's assume that the game is not given as a gift)
Does it tell you that person is social? No, and in fact if they play video games they probably lean at least a little on the anti-social side.
Does it tell you the person has any friends? No.
Does it tell you that the person has a gold Xbox Live membership? Probably not.
There is only ONE thing that you can pretty much guarantee when someone buys a game for themselves. They own the console that it's for, and they WANT TO PLAY IT. Each copy of a game sold equals ONE more person playing. Maybe they want to play online, maybe they don't. Maybe they want to play co-op, maybe they don't. But they are PLAYING THIS GAME. The only thing you know as a game developer is that people will buy it to play it. So why are so many games coming out that operate under the assumption that people have friends to play games with, or worse yet, that they want to play online with some 12-year-old douchebag?
I'm not against the concept of multiplayer - I certainly play Demon's Souls online and have my Soul Sign down whenever I have the chance - but I don't like what the future looks like when games like Halo and Call of Duty, which have the shittiest of shit single player, are selling like mad because people are clocking upwards of 300 hours playing online. Multiplayer is a FEATURE for fuck's sake, not a premise. It goes on the box next to 'cinematic gameplay' and 'all-new combat system' (though admittedly, you wouldn't see the second one next to any shooter in the last five years).
As you may have gathered by now, I'm a little bit biased in this area because I love single player. I love playing through an epic campaign, spending hours and hours doing whatever it is the developer has set out for me to do. Multiplayer to me is ultimately pointless; sure it's fun to skirmish every now and again (I have spent more time with Perfect Dark's multiplayer than I'd like to admit), but the core of any game should always be the part made for the person who bought the fucking game.
Some games are exceptions to this rule. Party games like Rock Band (or something like Mario Party) don't require a strong campaign mode to succeed, though it always helps. Guitar Hero: Warriors of Rock still managed to be boring as fuck despite having the most innovative single player of any music game to date. Though I haven't finished Rock Band 3's yet, so that may change. Those games, I don't go into expecting to play with a set goal, besides maybe 'unlock all the songs' and even that is only so I have more material.
These games, however, are few and far between. Shooters, RPGs, RTSs, and all the other genres that make up the majority of gaming are supposed to provide me a distraction for 10 or 15 hours (or in the case of Tales of Symphonia, 60 hours). I haven't played MW2 myself, but from what everyone that HAS played it tells me, you can practically get through the story mode in a lunch hour. I don't understand why people are willing to pay full price to run around in the same dozen environments shooting the same six guns at the endless horde of online opponents.
Games started as single player experiences. As technology improved, we developed co-op and mulitplayer, and eventually online interactions. All of those are good things, but it's important to remember where we started, and where the core must remain.
Oh, one more thing.
It may be hard to tell from that rant, but my problem is not directly with games that focus on multiplayer. That MAG thing game out a while back and I didn't have a problem with it. I didn't buy it, but it was fine by me. Why, you ask? Because it SOLD itself as a pure multiplayer experience. My problem, for those of you that are wondering and didn't catch on from the one-line-explanation at the top, is when developers make the single player suck because they are paying more attention to multiplayer. Single player should NEVER take a back seat. Either make it the priority or don't put it in at all.