On 09 Apr 98, concerning _Multiplaying_, Steve Igrejas said to Troy H. Cheek
in VID_GAME:
TH>> Really, a game should have _all_ modes available, instead of just
TH>> one or two. Play solo against computer opponents. Play split-screen
TH>> against the guy sitting next to you. Play direct-connect against the
TH>> guy across the room. Play modem-to-modem against the guy across
TH>> town. Play internet server against the guy across the country.
SI>
SI> Isn't that impossible for the N64 because lack of space? The PSX uses
a
SI> CD-ROM which eveyone knows holds a LOT more information.
Not impossible, but certainly more difficult than the common way of picking
one or two multiplayer modes and coding only for them. The majority of the
programming logic would be the same for direct-connect, modem-to-modem, and
internet server. I'm told the split-screen is a fairly simple hack.
Intelligent computer opponents is probably the greatest challenge.
Intelligent computer opponents would be a great opportunity for the 64DD. If
a game had its own programming language (like QuakeC) so that people could
write, test, and exchange their own monster code...
CD-ROM holds a lot more information. Most of this information is in the form
of soundtracks, FMV, and pre-rendered images. A shooting, driving, or
fighting game (possibly others) can have essentially the same game without
them. For example, Jaguar Iron Soldier II CD and cart versions. I'm told
they're so identical that you can forget which one you're playing until you
hit a transition scene. The CD version shows FMV, while the cart version
displays a still picture.
Naturally, a game like Final Fantasy VII won't fare as well when converted
from CD to cart, but those are the types of games that aren't often
multiplayer, either.
... catfish@wingnet.net or www.wingnet.net/~catfish >760 hits!
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