Towards the end of last year, EA Games’ label president Frank Gibeau announced that he thought games with just single player content were dead, and that all games from that point on would have some for of multiplayer connectivity (interestingly, he includes social aspects, such as level sharing, as a multiplayer activity).
There was something of an outcry of players dismissing this idea. Plenty of people still play single player only games, and the healthy sales of franchises such as Fallout add weight to the counterargument.
When you look at the sales of a critically acclaimed game like Enslaved (no matter what I thought of it)I can’t help but think he’s got a point, though possibly not in the way he expressed it.
I think the pricing structure of the games market today has sealed the nail in the coffin of short single-player-only games that offer no reason to replay them.
If I hear that a £40 game is going to last me a couple of evenings, I will either hold off from buying it until it is much cheaper, buy it and then feed my copy back into the dreaded second hand market, or rent it. None of these options is good for the developers, financially.
Compelling single player content takes longer to make than an extensive multiplayer mode. Even a long SP game, such as Fallout 3, eventually runs out of new experiences (it could be argued it runs out of “new stuff to see” quite quickly, and from that point all content variation is delivered in text form) for its players. A well design multiplayer game can offer effectively limitless new play, as the various play styles of players differ and interact in new ways, causing no two matches to be exactly the same. Combined with the player investment techniques that are de rigueur you have a game that can hold a playerbase’s attention for a year, on just a dozen maps.
The question is really one of how much value for their money you have provided a player before they reach the end of the content you’ve given them.
(There is a further point of how much additional content is available for them to buy later, in the form of DLC, but I don’t really want to get in to that, and besides – single player DLC suffers roughly the same time to create / time to play ratio as the main game. Possibly lower as you may be reusing a lot of existing assets.)
As an example, I recently bought Costume Quest, which is a rather charming single player RPG, that took me maybe around five hours to complete. Was I annoyed at its short play time? Not at all, since I’d paid roughly £10 for it. In fact, I went straight to buy the DLC which offered another four hours for something like £5.
Would all single player games sell better if they were split up into episodes like this? “Episodic gaming” was something off a buzzword half a decade ago, but very little came of it. Arguably because very few developers actually produced episodic content in the true definition of the phrase. Telltale is the only one that comes to mind, and they seem to have had some success in the field.
As an aside here, I’ll just define what I mean by “replay value” in a single player game. I’m not talking about “you can play exactly the same game again, but the enemies have more hit points and are more accurate, and you’ll get a new Achievement”. Anyone willing to do that obviously loves your game enough that they’re not trading it in anyway. Likewise, being able to play again to collect arbitrary tokens to unlock a piece of concept art is not a compelling task and reward (though you could at least tie to tokens in to providing further background to the game world, in the same way Bioshock et al do with audio logs).
But the solution is not just to hammer in a simple multiplayer mode. Without a community multiplayer is nothing – literally – and though you can rely on servers being populated early in a game’s life, a few months down the line the chances are they are going to be looking less healthy unless you offer something different from other titles.
In the work time it takes for your team to create a working multiplayer game, they could have been building more content into your single player. Because nobody is going to stick around for another straight deathmatch experience.
I will be interested to see how servers for games like Assassin’s Creed Brotherhood and Dead Space 2 are after half a year. They offer interesting multiplayer experiences which differ from those of the blockbuster FPS games. Is that enough to keep your audience happy and make them feel like they have got value for money from your game?
So yeah, I think there’s definitely an argument that a section of single player gaming is dead, at least at a premium price point.