Greetings Apolytonians:
[if i picked the wrong forum for this post, please relocate]
I'm in the very beginning stages of putting together a turn-based space strategy like Master of Orion, et al. Lately, the few TBS games that have come out have tried to push multiplayer as a selling feature. However, designing this kind of game with multiplayer support is going to be a LOT of extra work, possibly not worth the trouble for my project. My questions for you are:
Is it more important for a TBS game to have enjoyable multiplayer support or a good solid AI for single player? If you had to make the game only single player or only multiplayer, which would you rather have?
In my small design circle, we are all leaning towards "concentrate on single player, flesh out multiplayer afterwards." So my current idea is to leave multiplayer "hooks" in the code but not actually program all the networking (right away). Of course, it would be faster to simply program the game strictly as a single player experience. Personally i would almost never play multiplayer.
I'm looking for input from as many people as i can reach. What do you think i should do?
[if i picked the wrong forum for this post, please relocate]
I'm in the very beginning stages of putting together a turn-based space strategy like Master of Orion, et al. Lately, the few TBS games that have come out have tried to push multiplayer as a selling feature. However, designing this kind of game with multiplayer support is going to be a LOT of extra work, possibly not worth the trouble for my project. My questions for you are:
Is it more important for a TBS game to have enjoyable multiplayer support or a good solid AI for single player? If you had to make the game only single player or only multiplayer, which would you rather have?
In my small design circle, we are all leaning towards "concentrate on single player, flesh out multiplayer afterwards." So my current idea is to leave multiplayer "hooks" in the code but not actually program all the networking (right away). Of course, it would be faster to simply program the game strictly as a single player experience. Personally i would almost never play multiplayer.
I'm looking for input from as many people as i can reach. What do you think i should do?
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