Posts Tagged multiplayer
When people think of multiplayer gaming experiences nowadays most envision players sitting alone, staring at a screen, and maybe (just maybe) communicating with other players from across the world using a microphone or chat window.
Of course this isn’t how it’s always been. In the days before multitudes of multiplayer games took advantage of the internet, playing games with other people was social experience. People would gather around a TV or game board and interact with each other; both in the game world as well as reality. This layered interaction – with its ability to have player actions outside of the game create meaningful consequences on the world inside the game – adds a richness and complexity that is unmatched in most online games. Of course, this isn’t to say that the ability to hop into matches with anyone that is immediately ready, willing, and able to throw down through the power of the internet doesn’t have its own set of advantages, but rather that there is still inherent value in local multiplayer.
Luckily, there seem to be a number of game developers out there who agree with that sentiment. 2013 was a surprisingly good year for me in terms of enjoying local multiplayer experiences on iOS. With a slew of great board game ports, as well as more unique experiences best enjoyed with good game-playing company, I spent most of this year either scoping out the latest Playdek releases or digging into the back catalogue of overlooked awesomeness from years’ past. Because of this, I decided to make a list of my favorite titles that scratched my local multiplayer itch the best. Although all these games may not be from 2013, here’s what I had the most local fun with throughout the year:
Kingdom Builder is a quick-and-dirty worker-placement game, at least in its iOS form. Players have to build their kingdoms based on terrain cards, and random elements like scoring cards and the modular board design can help keep it feeling fresh. Kingdom Builder is good for local play mainly because it is a port of a board game, and it is a relatively quick play. I know its a bit of an older game, but it’s has been made more playable within the past year and is worth revisiting.
Continue reading 148Apps 2013 wrAPP-Up – Top 10 Local Multiplayer Games »
Approaching things differently from the rest is always good, right? That’s what the folks at Little Bit Games are clearly thinking, too. Having previously covered their efforts earlier in the year, my interest was piqued thanks to a new Kickstarter campaign they’ve recently launched.
EchoChamber is the title hoping to be funded by it. It’s described as a rhythm game with a “unique twist.” It’s a free-to-play local multiplayer title that uses positional audio to get players to follow various cues and perform gestures in time with the music. I took the time to learn more from Cody Lee, co-founder and developer at Little bit Games.
148Apps: How did the idea for echoChamber come about?
Cody Lee (CL): The idea for echoChamber came about after playing the game SpaceTeam with friends. It seemed like such a unique and original idea and utilized your phone for multiplayer in a way that I’d never seen before. It kinda blew my mind and I started to think of other ways we could use mobile devices for multiplayer experiences that you couldn’t get on any other platform. I spent a lot of time picturing people physically standing around with friends, trying to come up with games that required that physical space, and that used the capabilities of modern cell phones.
148Apps: Why the decision to be free to play?
CL: echoChamber is a multiplayer only game, and is more fun the more people you are playing with. It seemed natural for us to release the game as a free download so people can start playing it as easily as possible with their friends without requiring everybody to commit to purchasing it. We’ll be releasing additional tracks as paid DLC for people who want to extend their experience beyond the base tracks.
148Apps: How hard has it been to implement the positional sound effects?
CL: Doing the positional audio itself isn’t too bad. It’s really just a matter of adjusting volume for the different devices to get the desired effect we want. The hardest part has been synching the playback of the track on all of the devices while accounting for network latency. If the sound is out of sync at all, the positional effect is lost, and you get more of an echo. If it’s REALLY out of sync it just sounds like garbage!
148Apps: What other challenges have you faced?
CL: echoChamber started out as more of a Pong-like game where sound would move around and players would have to tap their screens to hit the “ball” away. The problem is it’s hard to know when the ball has reached you. It get’s louder so you know it’s closer, but how loud is the “loudest” and “closest”. That’s why we ended up going the rhythm game route. When there’s a set beat, and the ball moves to the beat, it’s easier to know when the sound will “hit”. We’ve since moved away from the Pong aspect of the game and are focusing more on an overall fun musical experience instead.
148Apps: When do you hope to release echoChamber?
CL: If the Kickstarter goes well, we hope to release some time early next year. If it doesn’t go well… we’re not sure.
The Kickstarter campaign runs until December 27, with a wide selection of backer rewards to cover everyone’s budget.
Thanks to Cody for taking the time to answer our questions. We’ll be sure to keep an eye on echoChamber‘s progress.
+ Universal App - Designed for iPhone and iPad
Pocket Gamer reports that 505 Games has updated Terraria by adding multiplayer co-op gameplay. Now up to four players can adventure together in co-op, or fight against one another in player-vs-player duels that include one vs one and team battles. Players can also drag items and easily drop them into the open world. Now grab a few buds and begin adventuring together!
Ever wanted to play Super Smash Bros. while on the move? Of course! Anyone with sense would want that! While Nintendo haven’t quite made the move to mobile just yet (but we can hope, right?), that doesn’t stop a similar experience from hopefully coming to iOS soon, courtesy of zGames. That title is Fright Fight, a horror-themed game inspired by Mario’s brawling ways.As is increasingly common these days, Fright Fight‘s development is being supported by a Kickstarter campaign which has just launched. As the project page explains, the hope is that Fright Fight will be the first 3D cross-platform mobile fighting game, with the plan being to port it to systems such as OUYA and Nvidia Shield as well as iOS and Android. Free-to-play, many of the pledge rewards relate to the acquisition of in-game coins or the unlocking of characters in order to give early backers an extra edge. It’s shaping up to look pretty good so we had a word with Game Designer, Pavel Shtangeev, to learn more.
148Apps: Inspiration has clearly been taken from Super Smash Bros. but what other games have inspired Fright Fight?
Pavel Shtangeev (PS): Devil May Cry series: Additional inspiration for [the] battle mechanics, Diablo series [for the] RPG elements, Pokemon series for some gameplay elements and RPG mechanics, Awesomenauts [for some of the] gameplay elements, world and level design, art style. A lot of other games have minor influence on the game: Marvel vs. Capcom, DOTA, Quake III, etc. The list can go on forever.
148Apps: Has anything non-gaming related inspired it? Such as in terms of the choices of characters available?
PS: A lot of classic horror novels and movies influenced our decisions for worlds to include and characters to add. Still, we added twists to most of them. For example the vampire character is a combination of Carmilla from a classic novel of the same name and a mad variant of Luigi Galvani.
148Apps: How long has Fright Fight taken to develop?
PS: Right now, it’s been 9 months in development.
148Apps: What challenges have you faced with making Fright Fight cross-platform?
PS: Unity3D makes things much easier, but certain problems still occur. These problems are mostly related to different form-factors of devices. NVIDIA SHIELD uses hard buttons instead of gestures so we put some tweaks here and there and remade all menus to fit both control schemes. OUYA uses bigger displays and this requires more advanced camera behavior, etc.
148Apps: The trailer suggests there will be RPG elements to Fright Fight. Can you elaborate on these?
PS: The game introduces a lot of classic RPG elements to the fighting formula: stats, skills, perks, etc. Right now, all characters already possess a full set of stats that can be upgraded through the course of the game. Moreover, each character is packed with an individual skill tree that allows customization of his attacks and play style. We have plans to introduce even more RPG elements by adding gear with different skins, items, and accessories and create pets that can aid characters in battle.
Thanks to Pavel for taking the time to answer our questions.
With the game already offering 3 different arenas, 4 different characters, and a fairly strong gesture-based control scheme, Fright Fight is shaping up nicely. Hopefully, by meeting its Kickstarter goal, the game will soon enjoy bot AI, and if the goal is beaten, new characters and arenas. For now, why not check out the teaser trailer and consider supporting the campaign?