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echo: video_games
to: STEVE IGREJAS
from: TROY H. CHEEK
date: 1998-04-13 19:47:00
subject: Re: Multiplaying

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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