Streamlining multiplayer and turn interaction.
Those of us who have experience in TBS multiplayers know how tedious it is to sit waiting for the opponent to finish their turn. Streamlinig is an exponential problem, as players resources grow their management grows and thus the length of 'off turns' grow. I personally regard it as one of the most important aspects of creating an enjoyable multiplayer experience. MP components can fly or die by this issue alone.
Previous TBS titles have run the gamut from being able to do nothing in your 'off turn' to fully fledged mini games that influence resources and heroes in the main game.
I can think of four main components that have defined multiplayer streamlining in previous titles of this genre:
Simultaneous Turns.
I've encountered two types of ST formats personally.
The full format, like in Age of Wonders 2/SM which allows everybody to take turns and move troops at the same time and the partial format, like in HOMM V which allows everybody to move at the same time until such time that a conflict becomes possible (conflict resolution), then resorts to classic mode (and never back)
The advantage of full is that games will move even faster, the disadvantage is that troop movements are based on a 'first come first served basis'. That is to say, in the AoW series, only one troop can actually move at a time and thus the first person to click moves first and this introduces issues of latency /reaction time etc.
I would personally love to see a compromise of these two systems developed some day, which allows free movement but resorts in and out of classic dynamically based on conflict resolution.
Kingdom Management.
Being able to browse your kingdom and review statistics, and to possibly change selected [on next turn, like training/research] options does a lot to alleviate the tedium of waiting on an opponents go. You can review your kingdom and ponder future strategies. Some games, like HOMM V did not even let you look at or browse your kingdom whilst in off turn. This is the sort of the thing we really want to avoid.
Mini Games.
Already a subject of controversy but like it or not mini games do address the problem of streamlining and some people want to use them. It is generally agreed that if such an option is included it should come with an on/off switch rather than be integral to the MP. If these mini games effect the game in someway it is genuinely agreed that this should be in only a small way and this element of 'in-game' reward should also come with an on/off switch. If mini games are themed in the same way as the game they can preserve immersion and add a fluency to the flow of turns in MP.
Seeing each others battles.
There are games where every single battle is displayed for all players to see. The advantage of this is that it gives players in 'off-turn' something to watch. The obvious disadvantage is it gives each player the ability to size up information about their opponents armies, what they're fighting and their success rates etc (although all players are affected by the disadvantage/advantage).
I've seen variations of this in games. Some show all battles, some show only allies battles, some allow you to right click and watch the units HP go down and up but not actually watch the battle (I'm looking at you Disciples 2).
It seems the most balanced option would be three options - Show All Battles, Show Allys and Own battles only, Show Own Battles only. This allows players to streamline the game to their own tastes.
Of course there are numerous smaller issues that can effect a game. Like setting to decide the density of resources or the power multipliers of spells, the abundance of towns etc etc etc but I think these are the four cornerstones of the streamlining problem. All things considered the over arcing ethos is options, options, options. The more the better.
My original post is below for posterity:
Greetings all, this is my first post since joining the beta today and I wanted to start a discussion on multiplayer in TBS fantasy games. I thought it would be nice to create a central deposit of our ideas in advance of the BETA 2 multiplayer stage.
I'd like to hear what people like, what they don't like, what we think worked in previous titles and what we think didn't and ultimately what we'd like to see in Elemental.
I represent a small group of friends and family who love to play TBS fantasy in multiplayer together and have done so for 15 years, since we first messed around with the Master of Magic Multiplayer Shell (long live Jay Barnett). With good Turn Based Strategy titles being so few and far between I have a passionate interest in how the multiplayer aspect of Elemental turns out.
I get the impression the primary focus of development is on the single player aspect of the game, and this is how it should be. However, I think it's important that the multiplayer side of development isn't too scarce. Too much wasted potential has gone down the drain because otherwise good TBS titles have a tacked on an underdeveloped multiplayer component (or neglected to include one entirely!). Historically, the incentives have just not been there for development companies but in the modern day the multiplayer platform has grown huge. The tech is better, the stigma of 'PvP' is dropping and more people are experiencing their favourite games together and feeling the inimitable thrill of trying to out-strategise a real human opponent.
Today a game can shift boxes on the strength of a good multiplayer alone. A solid multiplayer can create a lasting legacy of online communities and develop the strengh and awareness of a brand, an IP and a development studio.
There's a couple of burning issues I like to open the floor to.
1 - Is already under discussion in Demiansky's thread https://forums.elementalgame.com/377336 - Mini games to Spruce up turn making.
2 -Being able to see the battles of your opponents/allys.
Across the years I've seen a lot of controversy on both these topics. I've also seen a lot of flaming. To be honest I'm alarmed at the vehemence with which some people oppose certain ideas for multiplayer. Before anybody posts a passionate flame about why any suggestion for multiplayer should not be developed into the game please remember one simple idea - These features can be optional. If you find a certain feature idea abhorrent you don't need to fight tooth and nail to declare it unholy you simply need to lobby for an 'on/off' option.
If there is good interest in an idea then campaigning to get that idea vetoed (rather than optional) just because you don't like it is not cool beans. Please bear this in mind.
One last point for discussion.
3 - What TBS game has the best multiplayer to date in your opinion and why did it work?
I'll be answering my own questions in a subsequent reply but for now, my download just finished Pleased to be here and I look forward to reading your replies.
A bad idea is bad. And optional is not always an option (d'oh!): Money <> Infinite & Time <> Infinite. Plus balance issues that the presence or lack of some gameplay elements can cause.
Not that I really mind how multiplayer is done as most probably I won't be playing it much (if at all) once outside Beta (except Hotseat if it were to exists, which seems not probable). Especially if it has systems like some of the mentioned.
And subjective opinions are subjective. You can't reject an idea of mixed popularity with the line "it might not be optional", that's fallacious.
If some people don't like something and some people do then giving it an on and off switch pleases both parties.
Well you are in a shrinking minority of gamers who have yet to take their play online but I assure you are lot of people are very interested in this.
duplicate post
optional for the player, not for the devs ...
As you have stated
You know, Jack of all trades, master of none. A good way to have an underdeveloped multiplayer component is to exceed in features list what can be realistically done.
I have not ignored the issue of development time/resources but then none of the issues being tossed around are particularly development intensive. In fact they're pretty much standard features of similiar titles from 5 years ago.
So again, I do know there is a limit to how much can be coded in but I have yet to see any evidence that what's been requested is outside the bounds of 'realistic'.
Wintersong, a bad idea in YOUR opinion, is YOUR opinion. Let's set that record straight. An on/off switch is a very good idea.
QFT. An on/off switch means that if you think it is a bad idea, you can turn it OFF. Novel concept, that.
Give me micromanagement ability during other players turns and I'd be happy.
The devs have been noticably silent on what is possible between turns. I am starting to think we are going to be seeing loading screens like in gal civ 2 for 30s, maybe they are just letting us hang for a while before they give the big reveal.
Well I'm sure we'll start to find these things out in Beta 2, which introduces multiplayer.
I hope we don't end up with just a flat loading screen, the TBS standard is so much higher than that now. Hell, in Master of Magic ghost you could even see each others battles and that was 16 years ago!
I'm actually of the belief that if you get the other three aspects right (of the four I mentioned above) then you more or less don't need a mini-game. I see a mini-game as more compensating for the other three aspects not being right. Almost a last resort, as somebody said in other thread.
SRW, a masterful summary of multiplayer streamlining options. Keep up the good work!
As far as on/off buttons are concerned, they are a win/win situation. Yes, Peace Pheonix makes a decent point. I can understand that a lot of extra development can go into certain options which can distract from developing core game principles, but everything included in the OP takes a trivial amount of programing and helps to bring in a broader range of multiplayer gaming tastes. I mean, we're talking like a few lines of code for most and maybe half a day of programming for others. And none of them really effect gameplay balance issues at all, except perhaps simlutaneous turns (faster computers get an advantage, as I've learned in Civ 4.) Even mini games involve a trivial amount of programing. Now, something like an optional single unit adventure mode tacked into the final release of the game is an example of something that would be more programming intensive, which is why Frogboy has tactfully left it open to modders.
If someone demands that a simple option be removed by the standard of subtracting other game features that they prefer then, well, that's just greedy.
As for Wintersong's "bad idea" remark, don't take it too personally SRW. Winter has got some good ideas and legitimate concerns on plenty of topics, but can easily overblow some flaws or shortcomings in importance. There is scarcely a post I've made without Wintersong swooping in with tweesers and a pejorative. Some people think that if yank on a single piece of thread, no matter how unimportant, the entire weave must fall to a pile of yarn. Being a biologist that has regularly had to correct the wonky Intelligent Design crowd, this forum isn't the first place I've had to deal with these kinds of attacks all the time.
I say that both opponents in a Tac battle get to caste the free spell "broadcast to other players" which allows players to click a button that brings them to an observation screen. I think being able to exit and re-enter the observation screen to from the Strategic World map would be pretty cool.
Additionally, if only one opponent clicks "broadcast" then only his allies can see the battle. If both broadcast, then everyone can see the battle.
I suppose an additional option of "Broadcast to Allies" and "Broadcast to All" ... sounds fair. But again, if only one casts "Broadcast to All" it only broadcasts to his allies.
Additionally, since its a button on the Strategic Map that allies/others have to click to watch the battle, if they are already in a Tactical Battle of their own then they will be fighting parallel in time to the other battle. In fact, if both battles are broadcasted, and if there is a diff button for each one, and if players can exit and re-enter the observation screens ... then you can watch one battle part-way, stop watching, and watch the rest of another battle.
In these cases, any lag from switching in and out of view-screens should only be experienced by the observer, if possible ... since its better to have little to no lag in the Tac battles to minimize Interface frustrations.
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