![]() Like someone converted their fun little roadster into a minivan because the car was so much fun that they thought it would be better to share it with more people, perhaps forgetting that being a focused, well delivered, experience was what made it fun. I’m not seeing multiplayer in the design of the game. I think its possible that someone just envisioned that more people meant more fun. There are many pessimistic people on the forums that hop in to say it is only for monetization through cosmetics. So, the question really is, why is forced multiplayer here. So, where is the content that relies on multiplayer to be fun? Slapping more health on something in the open world to justify adding more players to the fight doesn’t make it more fun. Having someone else there just makes them easier, but is easier what we are looking for in gameplay? World bosses are using relatively simple mechanics, those that a single player could manage, to defeat, if the health and damage output was scaled. Now that it is forced, it calls out the real flaws of the design. This used to be fine because you previously controlled having other people in your game or not. There is multiplayer in the game, but not any content. ![]()
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