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By Carrie Washburn
Gamasutra
CGDC Roundtable Report, April 1997

Features
CGDC '97 Roundtable Reports

Multiplayer Games

The Multiplayer Games Roundtable focused on the problems and solutions involved in developing and supporting an online game. Most of the participants in the Roundtables were designers and developers. The biggest area of discussion and concern in all three Roundtables was the care and feeding of customers and dealing with problem users.

One heated debate was the complicated subject of customer handling in free vs. pay environments. It was clear that the free environment was left to the managing of the players themselves. In most cases these free internet sites, especially those with peer to peer architectures, became hacker fests. The play among oponents was left to those with perceived better hacks played against others with hacks. The hacks were circulated among friends. Those with "virgin" or unhacked games were at a severe disadvantage. Of course, since the site was free, there is no advantage to the developer to control or even attempt to stop this sort of behavior.

In the pay environment, discussions revolved around limiting the damage done by problem customers. A number of possibilities surfaced in each of the discussions. The most extreme was to give the problem children their own playground to play in (similar to the free environment). This was countered with the fact that a person with a bent for abuse is still going to go into the main area just to cause problems for other customers.

A second idea that surfaced dealt with allowing the game society to take care of the problems. This can be completely in the hands of the customers with designer input when the problem customers get out of hand. The other can be dealt with by having the designer in a very select way aid the customers in ridding themselves of the troublemakers.

The second heated debate was how to provide a game world that was satisfying for everyone. The feelings ranged from it can’t be done to design different features for different types of players. Designing features included allowing customers to design worlds within the game world and incorporating the community aspects (email, message bases, etc.) into the game world.

One discussion that was not adequately discussed was whether it is possible to design a game for the larger masses of people. People who are not interested in fighting against other people or against the computer. The subject of designing multiplayer problem solving games similar to Infocom’s Planetfall was left undiscussed and open for a discussion of another time and place.


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