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>Effective multiplayer design requires precise mathematical knowledge of how long it will take for players to clear encounters This sounds interesting, but I d
by mardifoufs 4y ago
>Effective multiplayer design requires precise mathematical knowledge of how long it will take for players to clear encounters
This sounds interesting, but I don’t really understand what it means. Why would they time encounters in a multi-player game? Wouldn't those have to be run in a separate instance if they are timing sensitive, especially if you don't want other players to interrupt the event?
But I have 0 knowledge in game design and I'm pretty sure they are probably talking about something completely different! :')
- stagger87 4y agoI don't know the exact issue they are referencing, but if I had to guess... these sorts of multiplayer games typically have respawning enemies that are shared with everyone in the world. If you respawn them too slowly, then you will have tons of people standing around waiting for an enemy to respawn. A quest might require you to kill 10 of those enemies. You can see how this might be a problem. Smart games do this dynamically based on current populations.