Anyone else hate single player games?

I guess im middle of the road. Playing a lot of stellaris lately, single player and having fun with it.
Over the years my favorite games have been ED, usually in open or private, the quakes, mostly multiplayer, freespace2, single and multi and x3 which has no multiplayer mode.
I guess for me its more about the game, if its a good game, i will play it, even without company :)
 
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Nope. I much prefer single player games over multi-player games. I will play multi-player games if they have the features I find appealing, but even then I tend to play them solo.

Yeah, I like MMOs that you can play solo, like SWTOR and TESO.
I consider other players to be just erratic NPCs. :D
 
I enjoy some multiplayer games, and even absolutely adore some of them. There are games whose entire design derives from the human interaction. For a simple(ish) gameplay where the human component makes everything, take Planetside 2. The engine is a bit clunky, the gunplay is ok but not the best either, and the premise is terribly nonsensical. Yet, nothing from that matters as it's all about what happens when a hundred players take part in a coordinated combined arms operation across a giant map, organised across multiple platoons. The player organisation allows the simple game mechanics to be used as force multipliers, and it's beautiful to see things happen, squads synchronise their pushes, platoons joining up, reinforcements rerouting... Some of my best ever multiplayer time was in that game, which, by all accounts, has some serious design and technical issues. But from the ground up, it was built for human players, including leadership structures, communication channels, shared map markers, beacons, smoke markers, transport vehicles, etc. And that makes it good. Replace the players with NPCs and all you have all of a sudden is a below-average FPS with large maps.

Same goes for mmos and faction vs faction (or better: faction vs faction vs faction) pvp areas. Whether it's Lord of the Rings Online in the Ettenmoors or Guild Wars 2 (for the two I'm the most familiar with), I love what comes out of large amounts of players coordinating against an opposition doing the same. The individuals melt away, and as influential as a few good players can be, the greater part of success comes from team effort. This, to me, is what good multiplayer design is all about.

The flip side of the coin though, is when multiplayer is just an additional feature, and here the results vary. On the brilliant results side, there's ArmA3 or DCS for example, epic sandboxes in the first place, to which multiplayer adds another purely additional layer. On the less stellar results, there's pretty much every modern mmo, where every game universe gets reduced to the lowest common denominator with stupid names, bunny hopping half-naked people or eyesorely bright dressed up clowns spamming emotes. To each their own, but I play a lot for escapism, and sadly, it doesn't take much to break immersion. And while NPCs can be dull, at least they tend to fit in the virtual universe they're part of. Humans often will, but the few that won't will easily dispel the illusion.

And it goes beyond the stupid, it goes to the internal consistency of those virtual universes. Take ED and the suicidewinder as a case in point. This is a universe where, apparently, random people suicide aboard their ship with no consequence to themselves apart from the inconvenience of either dying and errr, dunno, respawning maybe, or being magically ejected and returned to the nearest station. No police investigation. No insurance scam enquiry. Nothing. Now, have I ever been bothered by suicidewinders on a gameplay/progress level? No. Because I know how to respect speed limits, watch around me, and well, I've got cash on hand if needed. But every station approach in Open where I adjust my behaviour to the possibility of a suicidewinder is an instant reminder that I'm sitting at home, playing a game whose universe makes no sense. And while in Planetside 2, the universe doesn't matter to me, in ED, it's pretty much the whole point, and multiplayer ruins it.

Basically, the idea of multiplayer is great. It's something I used to dream about, and when Meridian 59 and Ultima Online appeared, it was like dreams come true. But those dreams soon faced the reality, and the reality is that due to ourselves (the gamers) and the gaming industry being exactly that (an industry), we can't have nice things. This became terribly obvious when UO adapted to the reality and killed the dream: PvP got killed with "PvE" servers, and PvE took a kick in the balls with core player agency being taken away (food, a key part of player economy). This was to quickly become the template for large multiplayer games: sanitised PvP and dramatic lack of player agency. There are exceptions (EVE probably the main one), but overall, the reality of multiplayer is that it doesn't take that many players to disrupt a game through clever use of in-built mechanics, and fencing everything off is cheaper than designing a game around that possibility.

And past that, there's also the inherent constraints that multiplayer as a feature brings on a game's design. The restriction or complete absence of moddability, since it could interfere with a) the Holy Balance (tm) and b) the low effort cosmetic cash shop. With mods gone, so is the possibility to tune/enrich the game to your liking. Gone is the implementation of (some of) your dreams in game. You're back to pretending some more in front of your screen. And with balance, gone is any permanence in what you enjoy as it might be modified or deleted from the game because someone, somewhere, found a way to use it in a way that displeases the developers or the community. And so is a big part of variety as it's less effort to tune percentage decimals than to have asymmetrical stuff all around. Take the old Master of Magic game (a fantasy 4x, probably the first in the genre but I might be wrong). One of the many things it had for itself was a glorious disregard for balance. It was choke full of overpowered races, units, spells and heroes. And that was half the charm: the power trip it gave you, no matter how you chose to abuse it. And not abusing it was another option, challenging yourself if you so wished. Modern 4X games, by comparison, most of them multiplayer, are often incredibly bland, resorting to the percentage decimal school of faction design. Because imbalanced multiplayer would require restraint from the gaming community, and as Ultima Online demonstrated ages ago: it's not going to happen.

And then there are other direct gameplay decisions instantly forced by multiplayer. ED being multiplayer instantly means speed limits in space. It also means instant travel. And we're back to escapism. This is a universe where one can fly to the centre of the galaxy quicker than in takes to fly from Dublin to San Diego. I can fly from a system currently suffering from a mass famine state to one full of food supplies in less time than I'd need to drive to the corner store in real life. So, why are they hungry again? Is it just me carrying stuff around for mankind? And why is the galaxy so empty and unexplored? Why is "Colonia" the only place where people decided to settle? Take Frontier (Elite 2) or First Encounters (Elite 3). Hyperjumps are instants as perceived by the player, but the in-game clock boosts forward massively. And suddenly traveling around the place isn't instant anymore. Neither is in-system travel (time compression vs supercruise). I know, many won't care, and when I play an arcade shooter like Everspace for example, neither do I. But I expected more from Elite. Since FE2 with its newtoniam flight, time compression and Milky Way based universe, it felt closer to home. Something that felt more believable than, say, the world of Privateer (to whom I lost many many hours of quality entertainment nonetheless). And the second multiplayer became a native feature, that was gone, and it's back to pretending harder.

This is not what I want. I spent enough hundred of hours around a table playing pen and paper RPGs to know how to pretend. This is, btw, a great experience I recommend to everyone. But with the technological leaps we've made, while some degree of pretending will always be involved, I should have way more tools and options available to me to do things in a more believable universe. Multiplayer however, gets in the way, and for both social and technical reasons, often ruins the kind of games I always dreamed of.

So, to conclude, while I certainly appreciate the social aspect and in some cases the magnificent gameplay benefits of multiplayer, single player games are by far my preferred kind of digital entertainment.
 
I don't have any particular problem with single player games, I just think multiplayer makes almost every game better.

Elite isn't like that. It allows PvP but it's core mechanics punish death so much that they discourage PvP

For me, punishing failure doesn't discourage PvP, it encourages learning from one's mistakes.

Not that I think Elite: Dangerous is remotely punishing enough, even in the case of months of exploration data, or Elite ranked NPC crew.
 

Jenner

I wish I was English like my hero Tj.
Personally, I tend to find multiplayer games boring and shallow.

They almost always descend to the lowest common denominator of gaming, aka killing other players for no good reason. *yawn*

The only types of multiplayer games I consistently enjoy are board games and tabletop role-playing games, where socialising is a very strong component.

Pretty much this.

I love single player games and always have. Like others have said, I play games to relax and unwind and escape into another world. I am not interested in direct competition (at least with randoms) and I don't really enjoy getting teabagged or teabagging others, which is what most PvP experiences invariably devolve into.

In addition it's just not possible to maintain suspension of disbelief in a world when you have other people inhabiting it with you. Being immersed in a world is very important to me when I'm gaming and I can't stand it when I see some player character named ==YoMaMaSux69== over his head jumping on tables, or hearing some tween yell at me over voice comms.

I don't begrudge anyone that experience, though. If PvP is your thing, more power to you. It's not for me, though.
 
I enjoy some multiplayer games, and even absolutely adore some of them. There are games whose entire design derives from the human interaction. For a simple(ish) gameplay where the human component makes everything, take Planetside 2. The engine is a bit clunky, the gunplay is ok but not the best either, and the premise is terribly nonsensical. Yet, nothing from that matters as it's all about what happens when a hundred players take part in a coordinated combined arms operation across a giant map, organised across multiple platoons. The player organisation allows the simple game mechanics to be used as force multipliers, and it's beautiful to see things happen, squads synchronise their pushes, platoons joining up, reinforcements rerouting... Some of my best ever multiplayer time was in that game, which, by all accounts, has some serious design and technical issues. But from the ground up, it was built for human players, including leadership structures, communication channels, shared map markers, beacons, smoke markers, transport vehicles, etc. And that makes it good. Replace the players with NPCs and all you have all of a sudden is a below-average FPS with large maps.

Same goes for mmos and faction vs faction (or better: faction vs faction vs faction) pvp areas. Whether it's Lord of the Rings Online in the Ettenmoors or Guild Wars 2 (for the two I'm the most familiar with), I love what comes out of large amounts of players coordinating against an opposition doing the same. The individuals melt away, and as influential as a few good players can be, the greater part of success comes from team effort. This, to me, is what good multiplayer design is all about.

The flip side of the coin though, is when multiplayer is just an additional feature, and here the results vary. On the brilliant results side, there's ArmA3 or DCS for example, epic sandboxes in the first place, to which multiplayer adds another purely additional layer. On the less stellar results, there's pretty much every modern mmo, where every game universe gets reduced to the lowest common denominator with stupid names, bunny hopping half-naked people or eyesorely bright dressed up clowns spamming emotes. To each their own, but I play a lot for escapism, and sadly, it doesn't take much to break immersion. And while NPCs can be dull, at least they tend to fit in the virtual universe they're part of. Humans often will, but the few that won't will easily dispel the illusion.

And it goes beyond the stupid, it goes to the internal consistency of those virtual universes. Take ED and the suicidewinder as a case in point. This is a universe where, apparently, random people suicide aboard their ship with no consequence to themselves apart from the inconvenience of either dying and errr, dunno, respawning maybe, or being magically ejected and returned to the nearest station. No police investigation. No insurance scam enquiry. Nothing. Now, have I ever been bothered by suicidewinders on a gameplay/progress level? No. Because I know how to respect speed limits, watch around me, and well, I've got cash on hand if needed. But every station approach in Open where I adjust my behaviour to the possibility of a suicidewinder is an instant reminder that I'm sitting at home, playing a game whose universe makes no sense. And while in Planetside 2, the universe doesn't matter to me, in ED, it's pretty much the whole point, and multiplayer ruins it.

Basically, the idea of multiplayer is great. It's something I used to dream about, and when Meridian 59 and Ultima Online appeared, it was like dreams come true. But those dreams soon faced the reality, and the reality is that due to ourselves (the gamers) and the gaming industry being exactly that (an industry), we can't have nice things. This became terribly obvious when UO adapted to the reality and killed the dream: PvP got killed with "PvE" servers, and PvE took a kick in the balls with core player agency being taken away (food, a key part of player economy). This was to quickly become the template for large multiplayer games: sanitised PvP and dramatic lack of player agency. There are exceptions (EVE probably the main one), but overall, the reality of multiplayer is that it doesn't take that many players to disrupt a game through clever use of in-built mechanics, and fencing everything off is cheaper than designing a game around that possibility.

And past that, there's also the inherent constraints that multiplayer as a feature brings on a game's design. The restriction or complete absence of moddability, since it could interfere with a) the Holy Balance (tm) and b) the low effort cosmetic cash shop. With mods gone, so is the possibility to tune/enrich the game to your liking. Gone is the implementation of (some of) your dreams in game. You're back to pretending some more in front of your screen. And with balance, gone is any permanence in what you enjoy as it might be modified or deleted from the game because someone, somewhere, found a way to use it in a way that displeases the developers or the community. And so is a big part of variety as it's less effort to tune percentage decimals than to have asymmetrical stuff all around. Take the old Master of Magic game (a fantasy 4x, probably the first in the genre but I might be wrong). One of the many things it had for itself was a glorious disregard for balance. It was choke full of overpowered races, units, spells and heroes. And that was half the charm: the power trip it gave you, no matter how you chose to abuse it. And not abusing it was another option, challenging yourself if you so wished. Modern 4X games, by comparison, most of them multiplayer, are often incredibly bland, resorting to the percentage decimal school of faction design. Because imbalanced multiplayer would require restraint from the gaming community, and as Ultima Online demonstrated ages ago: it's not going to happen.

And then there are other direct gameplay decisions instantly forced by multiplayer. ED being multiplayer instantly means speed limits in space. It also means instant travel. And we're back to escapism. This is a universe where one can fly to the centre of the galaxy quicker than in takes to fly from Dublin to San Diego. I can fly from a system currently suffering from a mass famine state to one full of food supplies in less time than I'd need to drive to the corner store in real life. So, why are they hungry again? Is it just me carrying stuff around for mankind? And why is the galaxy so empty and unexplored? Why is "Colonia" the only place where people decided to settle? Take Frontier (Elite 2) or First Encounters (Elite 3). Hyperjumps are instants as perceived by the player, but the in-game clock boosts forward massively. And suddenly traveling around the place isn't instant anymore. Neither is in-system travel (time compression vs supercruise). I know, many won't care, and when I play an arcade shooter like Everspace for example, neither do I. But I expected more from Elite. Since FE2 with its newtoniam flight, time compression and Milky Way based universe, it felt closer to home. Something that felt more believable than, say, the world of Privateer (to whom I lost many many hours of quality entertainment nonetheless). And the second multiplayer became a native feature, that was gone, and it's back to pretending harder.

This is not what I want. I spent enough hundred of hours around a table playing pen and paper RPGs to know how to pretend. This is, btw, a great experience I recommend to everyone. But with the technological leaps we've made, while some degree of pretending will always be involved, I should have way more tools and options available to me to do things in a more believable universe. Multiplayer however, gets in the way, and for both social and technical reasons, often ruins the kind of games I always dreamed of.

So, to conclude, while I certainly appreciate the social aspect and in some cases the magnificent gameplay benefits of multiplayer, single player games are by far my preferred kind of digital entertainment.

If it's clever use of game mechanics that's mostly down to players finding loops that were not foreseen in development, and practically unforeseeable without bloating up the budget for testing.

And why you can jump to faraway stars in an afternoon should be pretty obvious: So you get to play a game and not stare on a screensaver for days. Or did you simulate some 3 day travel in your PnP seesions in real time?
 
And why you can jump to faraway stars in an afternoon should be pretty obvious: So you get to play a game and not stare on a screensaver for days. Or did you simulate some 3 day travel in your PnP seesions in real time?

I, err... I know? Like, I pretty much discussed this above already?

In a PnP session, is an assassination was to take place in 24h and the players opted to go on a 3-day uneventful journey, we'd move straight on to 3 days later, since the fine simulation of those 3 days isn't of any particular interest. But meanwhile, in the virtual universe, 3 days will have passed with their consequences, including that assassination as the players were travelling. Time is important in a simulated universe where players are not supposed to be the only inhabitants. Take Frontier First Encounters and its storyline. Newspapers alert you to events. Those events happen in various places of the "bubble". Going places takes time. Virtual in-universe time, because player-wise, a design around time compression takes care of shortening the uninteresting bits. If you don't bother moving in early or if you use a fuel-inefficient slow ship, you'll be too late. Because travelling the galaxy isn't instantaneous in-universe. This makes the game's universe far easier to feel believable. In ED, multiplayer-centric design makes this a non-option, leading to a far more nonsensical universe. This is precisely why I used it as an example, instead of, say, the blue zone which is also a gameplay decision but has nothing to do with multiplayer.
 
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I, err... I know? Like, I pretty much discussed this above already?

In a PnP session, is an assassination was to take place in 24h and the players opted to go on a 3-day uneventful journey, we'd move straight on to 3 days later, since the fine simulation of those 3 days isn't of any particular interest. But meanwhile, in the virtual universe, 3 days will have passed with their consequences, including that assassination as the players were travelling. Time is important in a simulated universe where players are not supposed to be the only inhabitants. Take Frontier First Encounters and its storyline. Newspapers alert you to events. Those events happen in various places of the "bubble". Going places takes time. Virtual in-universe time, because player-wise, a design around time compression takes care of shortening the uninteresting bits. If you don't bother moving in early or if you use a fuel-inefficient slow ship, you'll be too late. Because travelling the galaxy isn't instantaneous in-universe. This makes the game's universe far easier to feel believable. In ED, multiplayer-centric design makes this a non-option, leading to a far more nonsensical universe. This is precisely why I used it as an example, instead of, say, the blue zone which is also a gameplay decision but has nothing to do with multiplayer.

Maybe I just don't care enough about it. It never bothered me. There is Galnet and that was enough of a think to have me feel the "game time" advancing. And then there is BGS stuff you couldn't just work over night but spend maybe a week or more at. The powerplay cycles. Not that I'd take part in that but ED isn't that static.
 
Maybe I just don't care enough about it. It never bothered me. There is Galnet and that was enough of a think to have me feel the "game time" advancing. And then there is BGS stuff you couldn't just work over night but spend maybe a week or more at. The powerplay cycles. Not that I'd take part in that but ED isn't that static.

Nothing wrong about not caring for it, and it's certainly not about ranting about ED so I'll save debating the time scale of GalNet/BGS/PP for another thread if it comes up. It's just one of the examples of how multiplayer as a feature has repercussions on other areas of a game. Personally, my sense of scale is linked to both distance and time. This is why small worlds such as Skyrim don't feel as disruptive, because although scaled down, they operate on an accelerated time with much shorter day/night cycles. It's still silly in the sense than an axe swing takes several in-universe minutes, but there's some sort of sense in the in-universe days of travel a journey takes. There are cases where that time tuning is pretty awkward, such as The Sims series where it takes over an hour to eat a slice of pizza and brush your teeth. It's never an easy thing to balance semi-believability and gameplay...
 
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For me single player games are the only real out there.

Not because I dont play Multiplayer but because of how companies today make these titles or "have to do them" in the first place.

Never noticed how pure multiplayer games are basically "lite" games at best? Doom was one of my first multiplayer games I experienced. It was a blast but it did live off its single player component which everybody went through. Multiplayer is simply an empty map which you fill with players who then create content for each other. regarding resources and effort the multiplayer part isnt in any way exceptional or impressive really. The mode uses the exact same mechanics as the single player campaign so the single player campaign is the "real" game and the multiplayer mode is just a secondary game mode.

And this recipe has continued down the road. Titles these days look better and some have rather complex mechanics in place but they are all the same.....take out the players and you have nothing...not even a single player game. I kind of hate that dependency where my entertainment depends fully on the people I end up with. Because most of the time its not your friends you play these games with but total strangers, whole teams of em which the game puts together for you. And the result usually is stressful and frustrating more then enjoyable. Many of the older games which offered both modes or which were sold as single player games PLUS mp mode I bought for the game itself and I was able to enjoy the game either way depending on my current mood.

Multiplayer games these days dont give me a choice anymore. The best these games manage is a PvE variant against braindead AI with next to no content because its the same maps and the same objectives as in the MP mode.

Of course its only my opinion but IMO developers these days cut a lot of work for the same amount of profit. This counts for pretty much every example of this genre. Blizzards Overwatch has great quality and the balance is just right, its an exceptional title in its own right, true success on Blizzards part....no single player game. How many older titles today are unplayable because you are unable to find anybody to play with in the first place? Here you have that great game responsible for some of your great memories but you cannot enjoy it alone because the game doesnt let you. And that is if the game is around at all. Multiplayer games usually are online only which means you have to have an internet connection to play it. I m thinking "great" when its an option I can use but making it a requirement? Not so hot.

Now what happens when the companies take down the server for whatever reason? Play on black hacked servers if you can find any? Like that is secure. Most of the time it means yet another game that is dead meat, not worth the money you put down for it.

I used to buy a game and own it. Be able to fire it up whenever I wanted and could play em how I wanted. That was possible because they were designed and created with the single player in mind which allows me to play it that way. Now the more successful games also offered mp capabilities which was great. Loved many games for the ability to connect with others.

But mp games today dont give me that choice anymore. And they restrict the way I want to play these games as well. For me....multiplayer games are the "lesser" of the two. You save time and effort on AI, on NPCs, on story, on scripts, dont need as many cutscenes etc etc.

All you need for a MP game is a balanced map and a balanced system, thats it. AAA titles today offer a single player campaign which is laughably short for the amount of money you put down and then all the replay value is in MP. This isnt how its used to be. Single player games offered mutliple endings, variations in story depending on how you acted, offered numerous classes which enabled you to experience the game in different ways. All this is mostly gone today. And because the mp game mode is so established today most are copy-n-paste jobs. Different skins and different weapons but the balance is pretty much how they started out. Most RTS games follow Blizzards lead , most shooters lean on previous successful designs. Same old same old in a new dress.

i liked CoD:Infinity war for its campaign. It was just too short, too easy and doesnt have any replayability. Its not a bad game for sure, but its simply too short and doesnt offer enough for the amount of money they are asking for it. Sometimes I wonder where all the money from development goes into? Certainly not story and content. Visuals probably. And then you have all those pixel games which are simply EPIC because they focus on what you can actually do in them and offer your freedom of choice. I m just like the next guy when it comes to graphics. I like em good, a man/woman has standards today you know. But great visuals dont make a great game and multiplayer is nothing then a game MODE for me, not a game in its own right. I dont need extensive cutscenes bordering on ingame movies keeping me at the screen for 20 minutes in one sitting. Thats all money spent that could ve gone into giving me more game instead.

Remember all those great classics from 25-30 years ago? Sure outdated visuals and not really stellar when it comes to complexity but they were great games. Worth every penny. And if I want I can dust em off and play em today if I want. Titles like PUBG or Overwatch.....they will be dead, deserted or discontinued when the "next big hit" lands. Oh they are worth money of course and many are worth buying as well but I cannot stop to wonder how games of old were the "better" ones when it comes to games in general. Multiplayer games are just the lazy quick n dirty version.
 
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To me the two are just different. A bad game is a bad game, but a good single player game is like a good book, and a good multiplayer game is like a good game of soccer or baseball.
 
Many multiplayer games to me are very immersion breaking simply due to people doing things not intended by the designers.

Mainly because the designers were sloppy in several areas that allows for certain actions to be done that goes against either logic, lore or intention of a game.

This becomes especially true in MMO's and ganking.

Let's take elite for example.

- Pilot federation sets a high standard of it's pilots
- Systems have a set of laws
- Systems have a security rating

All of the above are meaningless fluff if those things are not enforced in all systems where those things are supposed to be in effect.

Like the pilot federation not having an issue with members of their organisation killing each other within their very own system.
 
The idea of multiplayer has tremendous potential and for me thats teamwork demonstrating in a fascinating way how 2 or more people working together can produce a bigger result then their individual scores put together. Competing in death-match MP games was fun at first but becomes boring quickly because of the lack of reward or recognition, the extreme competition levels and of course repetition. After a while you know all the hiding spots, all the best routes, all the glitches etc. Take into account how wide-spread hacking and cheating nowadays is and you have the perfect formula for another stressful day at the office on top of the regular one you have anyway.

While I played Warcraft and Starcraft in multiplayer as well I hardly did it competitively. I certainly wasnt the best player in the world, not even "good" I reckon but getting my tush handed to me in the most embarrassing ways didnt do wonder for my motivation besides same like chess.....I absolutely hate the opening sequences which holds next to no variety but is immensely important to the point where the first few seconds/moves can decide a match. So every kind of mp game that pits me solo against others is of absolutely no interest to me. But thats a personal trait of mine, other folks are more competitive and flourish under that kind of constant pressure.

World of warcraft was a milestone in my gaming and PvP career. Battlegrounds at first were fascinating because it was a team effort. I didnt mind personal death if I did my part. Staying behind to protect the flag carrier, not seeing action for 80% of the match but making sure our own flag stayed in our base. Stuff like this. I was able to perform and take pride in my actions even if I didnt secure a kill so I excelled at the role which I find inherently fascinating....support. But originally it was just 3 maps and after I dont know how many runs they outlined the big problem I have with mp games in general.

it came down to the team you end up with and the team you face. Losing a match when you did your best and lost just by an inch still is very rewarding. You can keep your head up and be sure you gave it your best shot. Its different when you have people on your team who are AFK or simply fool around effectively "throwing" the match. Or you come up against premade teams whos organization and communication gave em an instant clear advantage not to mention a near perfect class set-up for each map. I dont know anybody who could say "boy, getting farmed at our graveyard for 2 hours against this russian premade was so much fun, lets do it again" with a straight face. Which gets us to the next point regarding mp.

Competitive multiplayer games are only fun if you win or perform well. Keep losing and you ll stop playing. Nobody likes to be the doormat. We dont play games in order to get crushed or humiliated. Which isnt a problem in single player games where you can usually adjust the difficulty or simply outsmart the AI. Of course this doesnt hold the same kind of satisfaction as outsmarting a human opponent but then human opponents dont hand you a victory either so you ll get wins in situations where you are able to do so, you have to "take your win".

And while the idea of sports is a fair and noble one reality paints a different picture alltogether. Humans stick to rules when the world is watching but all alone when we know we are unobserved things change. Or we study any given rules in order to find loopholes or "stretch" the question of legality to breaking point...all resulting advantages or victories which are not necessarily deserved. Online team games are much much worse because the internets anonymity allows us show our ugly sides unpunished. Some are so severe that moderating is required but even that is hardly more then a slap on the wrist.

So WoW BGs became boring and frustrating quickly. It doesnt matter if I personally give my best because if the others on my team dont I will keep losing. "Taking pride in your own actions" only goes so far and I dont play games to be altruistic. As if AFKers and village idiots werent bad enough already you soon ran into people who exploited map glitches or bugs, parking the flag in places you couldnt reach or utilized hack programs for greater speed. This had become worse and worse over time. I think because once people start to act like this is forces others to do the same in order to stay competitive. The tour de France is a great example for this behavior. Doping isnt really cheating because everybody does it right?

But that is when sportsmanship dies. The idea is merely an illusion and a lie today.

On top of all this PvP in WoW wasnt all about PvP. Many kept doing it because of the rewards but that doesnt mean they "played" in the first place. Bot programs made their entry and were widely spread.

How do you enjoy such an environment which is barely fair in the first place and often enough lost because people cheat? When you are the only one sticking to rules you automatically become the doormat. Instead of adjusting accordingly, use the same cheats, the same builds, the same behavior.....effectively becoming the people you despise I rather opted to stop playing. I really dont need put myself into this kind of situation in a computer game.

And the MP or PvP community has changed drastically since the beginning of the genre. It all started out as good fun a great time but it has evolved into a permanent competition and frankly speaking. I dont need to sample yet another mp game to see if things changed. Just taking a look at social media tells me all I need to know about the people I will meet in such games.

So multiplayer is reserved for matches with people I personally know OR if its PvE but in the latter case you absolutely need single player content which brings us full circle back to the beginning and my first post.
 
The idea of multiplayer has tremendous potential

Yup.

The idea but seldom execution.

I mean, take DayZ. A perfect example of a game where people should work together to become a powerful group to survive any and all zombies but more often than not it's about shooting the other guy and loot his stuff. Or having a random at in a church tower snipe you as you do your own thing without harming anyone else.
 
Modem video games tl;dr:

Internet matchmaking with strangers as replacement for proper AI.
Procedural generation as replacement for proper level design.
RNG as replacement for proper game/mission design and balancing.

Next: Text to speech as replacement for proper voice actors.
 
Yup.

The idea but seldom execution.

I mean, take DayZ. A perfect example of a game where people should work together to become a powerful group to survive any and all zombies but more often than not it's about shooting the other guy and loot his stuff. Or having a random at in a church tower snipe you as you do your own thing without harming anyone else.

While survival sandbox games are nothing new I have to admit that the genre pretty much passed me by as RL demanded more and more of my attention. My first run-in with this genre was RUST and it was a game that encompassed everything I wanted and dreamed of in a game.

- progression
- skill-based advancement
- career and reputation based on your actions
- crafting everything
- building something of your own in a persistent world
- overcoming challenges by teaming up with or supporting other players

All of this certainly is possible in RUST but its a rarity really. At its core RUST is simply a subpar egoshooter where everybody kills everybody else on sight. People kill you and destroy your belongings because they can and simply for the fun of it. I could argue WHY this game turned out to be this way. If its the people participating or the games fault. In the end its fact that the PvE challenges in RUST are not really a challenge after all. You can accomplish autonomy and security easily within 1 or 2 hours and then it becomes boring so you look to other players for entertainment. Because RUST gives people different starting points and random factors as raw material availability and pure luck play a huge role as well PvP encounters are almost never fair and are usually reduced to "seal clubbing".

The game itself certainly holds responsibility because at its core RUST is a multiplayer game and apart from the tools has next to no content designed for a single player.

Its also disheartening and very frustrating to observe strangers with no restrictions and obligations to you opting to be cruel and mean instead of helpful and supportive. Like its the default response of humans. I really dont want to hurt others or wish them harm in real life. And strangely enough this kind of behavior transports into games as well for me. I realize that I am about to waste the time and effort of a real human being if I kill his avatar or take his ingame belongings so its a question of respect and honor to treat others as you want to be treated yourself. When I watch people in streams and videos, see random cruelty and open hostility over nothing all performed seemingly without a second thought or hesitation and other people laugh and cheer em on....thats when I lose faith in humanity a little and want to distance myself from fellow men.

I play games for fun and to relax. Surviving or competing against others to win doesnt allow either for me so I dont.

I am not sure if that makes me a female cat or weakling but I really dont see strength in somebody who punches people in the face for no reason because he can. Over the years in various games I have been pushed into the group of "carebears" simply due to my view on this topic and my playstyle. I am not a bad player I think, I m pretty sure I excel at my chosen tasks and can contribute a lot. At the very least I "should" receive the same level of respect as any other random human. But in games being a carebear instantly makes you the laughing stock. You are targeted for harassment because "carebears dont fight back or run away" and are openly ridiculed because...whatcha gonna do about it right?

I have not started thinking of "them versus us" but have been pushed into this conflict in various games simply because I refused to use violence and act the same. After years of abuse I hardly play such games anymore. Even MMOs which I originally got into specifically for its online population I play solo or with close friends. And even tho I try not to I cannot help myself but think "oh so you are a fulltime jerk" whenever somebody proudly proclaims "I PvP only" because PvP is an ugly place with ugly people doing ugly things. I know that the IDEA is fun and giggles but its also a lie.

At the risk of sounding like my grandparents....or maybe it was all better in past times :)
 
I do believe the older crowds likes the solo and the younger generations like the multi-player. As older kids we used to meet new people by hanging out in the food courts in the mall or going to parties when cell-phones and internet didn't exist. As older ones, if we want to meet new people, we still go to Meetups or just to the bars and such.

New generations don't have that social zone like mall food courts anymore or are currently too young to hang out in pubs and clubs and parties so maybe that's how they whole, meet online thing becomes a lot more important for them than it is for us possibly...
 
I was under the impression that the majority of players preferred multiplayer games, but I saw a poll where something like 60% of respondents said they prefer single player. I was quite shocked by that. To me single player is extremely boring and shallow. There are a lot of good space games out there, but most are single player and therefore I have no interest in them. No man's sky is one example but I hear they are adding more multiplayer activities, and even PVP, so I will probably give it a second look.

It appears that I am in the minority, but is there anyone else here that just cannot force themselves to play, even a good, game if it's single player only?

Actually, I prefer single-player games. By a bunch.

Only reason I still play ED is because it has a solo mode. Although to be honest I do sometimes play in Mobius but not for long usually because as soon as the other ships start jumping around I'm gone back to solo.

You mentioned NMS. If that game had a similar UI compared to this game, I'd have already uninstalled this one.
 
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