Quote:
Originally Posted by Secret Fawful
Simple. Extremely difficult puzzles that require two or more people to solve, with the ability to play a single player or multiplayer experience, and no not just have two people step on pad to open door. Seriously, better puzzles than that can be made. One way to do this could be to give each character special abilities, or a class, and let each player choose one. Another way to do this could be to make an area so large that one person alone can not solve his way through it. Crafting the experience so that multiple players are needed and the game is not difficult is basically what the entire idea is about, and that's pretty possible. There are many scenarios that could require multiple people in various places doing various things; perhaps in the multiplayer experience each player could be doing something entirely different, going through a completely different section of the game world encountering entirely different puzzles and characters, and such, in a way that effects the overall gameworld. If an adventure game had an A.I. as great as The Last Express did, then crafting a game in which multiple players actions differently affect the game world would be entirely possible.
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Agreed. But I also think a time-based pressure would help, as it would likely force people to collaborate (or compete) to make the deadline.
EDIT: As for people suddenly leaving, its not entirely implausible for an AI to take their place.
If say, people have ranks, the ai's skills and intelligence could be scaled to the player's rank.
However, if game had a AI Director ala Left4Dead, then the puzzles could be switched on the fly (maybe making an event happen which fufills the need of that missing character), and then the next sequence would be generated for the current number of players that are there.
I'd also recommend that the game keeps and reads a log of an individual players progress.
(cloud technology would be very handy here).
That way, the game could know each player's experiences, storyline wise, and skillwise and scale accordingly.
So a more experienced player could face a similar scenario, but there would be an unexpected twist, that keeps it relatively fresh.
In essence the game would have to be modular, rather than the sequential.
But thats not to say the modules can be arranged to make a campaign. (ala left4dead)