DEV Diary - First Net MP Test
Posted: Sun Jan 13, 2008 12:29 pm
This thread discusses the Content article: DEV Diary - First Net MP Test
I'm still trying to process today's online multiplayer experience so bear with me. Bottom line up front? It...is...ALIVE! And there is a good chance I will never see my wife and kids again when this hits the street. Maybe a cot set up next to the computer is in order at this point...I don't want to miss anything. Good job Norb! B)
Though we could have, we weren't playing for blood, braggin' rights, or any other traditional on-line smack-talk goals. No, we were just...umm...rocket surgeons...trying to break stuff on purpose and failing miserably (that we failed is a good thing). Here are some initial impressions:
a) First and foremost, the game pace is just about right. This is not a click-fest by any stretch. I think there is just enough time to observe, orient, decide, coordinate, and act. Folks who like team play are going to like the pace...especially after Norb does all that UDT frogman erm ju-ju coder stuff to get it back to the \"normal pace\" found in single play.
b) The friendly AI is still there to either cover yer butt--or bare it. Though we weren't playing for blood, our AI peers were (well some of them anyway...there always seems to be that shirker/pensive thinker who always finds himself at the decisive point of action). While I was trying to break stuff, the AI was working hard to keep me from getting trashed. Same for Norb's side. There were only two humans in the testing equation, but it felt like there were a whole lot more influencing the soup. Likes it alot and the thought of it...even with only two players, there seemed to be more playing at it--with and against you. Nice.
c) Having seen this little drill today, the imagination runs wild on the realizable game potential that Norb has created. There's a ton of fun play time ahead.
Other than that, it wuz just another ho-hum day in Kansas.
I'm still trying to process today's online multiplayer experience so bear with me. Bottom line up front? It...is...ALIVE! And there is a good chance I will never see my wife and kids again when this hits the street. Maybe a cot set up next to the computer is in order at this point...I don't want to miss anything. Good job Norb! B)
Though we could have, we weren't playing for blood, braggin' rights, or any other traditional on-line smack-talk goals. No, we were just...umm...rocket surgeons...trying to break stuff on purpose and failing miserably (that we failed is a good thing). Here are some initial impressions:
a) First and foremost, the game pace is just about right. This is not a click-fest by any stretch. I think there is just enough time to observe, orient, decide, coordinate, and act. Folks who like team play are going to like the pace...especially after Norb does all that UDT frogman erm ju-ju coder stuff to get it back to the \"normal pace\" found in single play.
b) The friendly AI is still there to either cover yer butt--or bare it. Though we weren't playing for blood, our AI peers were (well some of them anyway...there always seems to be that shirker/pensive thinker who always finds himself at the decisive point of action). While I was trying to break stuff, the AI was working hard to keep me from getting trashed. Same for Norb's side. There were only two humans in the testing equation, but it felt like there were a whole lot more influencing the soup. Likes it alot and the thought of it...even with only two players, there seemed to be more playing at it--with and against you. Nice.
c) Having seen this little drill today, the imagination runs wild on the realizable game potential that Norb has created. There's a ton of fun play time ahead.
Other than that, it wuz just another ho-hum day in Kansas.