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Crysis to Feature 10 Hour Multiplayer Matches 89

Via Joystiq, an article on the InCrysis site about the multiplayer modes of the Crysis PC game. The jawdropping title seems to mostly be offering the same-old same-old ... except when it comes to the 'Power Struggle' mode. From the Joystiq post: "To successfully destroy the other team's HQ, you'll have to harness the power of alien technology. Randomly generated throughout each map are various crash sites where players can scavenge for alien cores. These energy sources can be used to transform your team's arsenal into weapons capable of achieving victory. However, you'll first have to build up that arsenal by capturing structures that manufacture basic weapons and vehicles -- and you'll also have to provide the manufacturing materials. Apparently, it can take up to 10 hours to launch an attack capable of winning a Power Struggle match. In-game, this feels like days, as one full day/night cycle is completed in two hours. Which means, yes, Crysis' multiplayer will feature dynamic light cycles as the icing on the cake."
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Crysis to Feature 10 Hour Multiplayer Matches

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  • by MadLep ( 61542 ) on Tuesday August 22, 2006 @06:26PM (#15958926) Homepage
    One of the problems with these kinds of games already, is that public servers tend to get unbalanced quickly. The players on the winning team keep playing, and the players on the losing team quit. New players join, and usually get put on the losing team because they have fewer numbers.

    This is bad enough with games that run for 30 minutes - who is going to want to play for 10 hours when it's obvious at hour 2 that you're going to get spanked badly?
  • by Quizo69 ( 659678 ) on Wednesday August 23, 2006 @12:55AM (#15960392) Homepage
    If a game is designed to last that long, why not build in a five minute break every hour, with associated game world countdown etc?

    Alternatively, have safe houses/bunkers where players can go (neutral ground?) to park their characters while they go for a toilet break, quick meal etc?

    The more like an extended real life op the game becomes, the more you will have to build in some means of fatigue management. In a first person shooter environment this would be even more important that RPG style games where you can often have your units on a form of autopilot, harvesting, building etc.
  • by interiot ( 50685 ) on Wednesday August 23, 2006 @02:51AM (#15960674) Homepage
    People play 80-hour single-player games... the urge to accomplish something short-term is satiated by being able to level-up, or gaining access to a new level, etc.

    Or think about it in the context of World War 2. No single person could have won WW2... that doesn't mean that there weren't individual achievements that were difficult and gave people great satisfaction...

All seems condemned in the long run to approximate a state akin to Gaussian noise. -- James Martin

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