gamasutra - the rumors about the death of story mode are greatly exaggerated
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The rumors about the death of story
mode are greatly exaggerated
June 8, 2016 | By Bryant Francis
A few years ago, many were predicting that single-
player campaigns in big budget games were on the
way out. Developers were confronted with data
showing that many players don’t reach the end of
single-player games, and high profile titles
like Titanfall and Evolve were announced that didn't
have any kind of single-player story mode.
And yet...The Witcher 3 was one of last year’s best-
selling titles. Games like Doom, Mirror’s Edge:
Catalyst , and more seem to show a continued
support for single-player experiences. And as Andrew Reiner noted in a provocative Game Informer op-ed
on this topic, at E3 this year, EA will showcase a sequel to Titanfall that’s confirmed to have a single-
player mode.
So were these predictions wrong? Not necessarily.
We talked to developers and looked over some data to get some insight about this trend. We discovered
that the factors that led some to predict the downfall of single-player experiences in triple-A games had a
definite impact on game development...just not the impact that was predicted.
Multiplayer gradually became a more important feature
While predictions about single-player were everywhere in the press, developers tell us that they noticed
smaller, simpler signs of multiplayer development creeping up on single-player.
Halo: Reach
Developer Matthew Burns has worked on the Call of Duty and Halo franchises, both of which are deeply
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invested in developing robust single-player and multiplayer modes. He describes attitudes in development
as not necessarily favoring one mode over another, but trying to reconcile the resources needed to create
some of the industry’s biggest mass-market titles. “Most people I worked with understood the value of
supporting both single and multiplayer modes,” Burns says.
“There were some individual team members who were highly invested in multiplayer and who wondered
why so many resources were spent on campaign," he says. "But historically, multiplayer was sometimes
an afterthought in these larger games because multiplayer was understood to be for only very hardcore
players.”
Burns' experience was between 2004 and 2012, and he witnessed multiplayer modes becoming larger and
larger in hopes of gaining a bigger mass audience. Tom Abernathy worked at Microsft during the same
time period. He says his narrative department saw game after game getting cut around the time of therelease of Halo: Reach in 2010.
“It seemed a little odd,” Abernathy remarks, “since there was a new console that we were moving
towards launching, and presumably it needed content. Only after a while did I sort of begin to pick up on
the fact that the economics of the genre was starting to evolve in ways that meant that the industry was
changing.”
To Abernathy, this was Microsoft making a statement that it didn’t see a big enough return on investment
in big story-centric single-player games. And when it became clear that a major release like Titanfall
would hit stores with no a single-player mode and only supporting multiplayer, he worried that this was
going to be the future of his work.
Titanfall
But story-driven single-player campaigns did not die out
When asked if there were any trends about large games releasing without a story modes from 2011 to
present, EEDAR’s Sartori Bernbeck could only name a handful, including Evolve, Titanfall , and Rocket
League. (That's barring the MMORPGs, mobile MMOs, and MOBA expansion of this time period.)
This isn’t to say there wasn’t a growth in multiplayer-centric titles during this time. After all, this was
when blockbusters like Hearthstone and League of Legends and the entire mobile online RPG genre took
off. But despite that explosion, major publishers never could seem to abandon single-player games.
As Bernbeck points out, there was a slightly more nuanced trend unfolding. Single-player games thrived,
but multiplayer modes tied to large single-player franchises? They dropped like a rock.
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EEDAR's data reflects an industry's trend of supporting standalone, mid-sized single-player games such
as Wolfenstein: The New Order, the Batman Arkham series, and more. Even a blockbuster franchise
like Assassin's Creed did away with competitive multiplayer during this period.
This trend hasn’t been without consequences. The cutting of multiplayer modes was accompanied bymultiple studio closures. Bioshock Infinite had its mutliplayer mode excised before release, and Irrational
Games underwent a major restructuring and downsizing following its release. There were also several
games that launched with underdeveloped multiplayer from studios that weren’t entirely prepared for the
task. (You may recall that Spec Ops: The Line developer Cory Davis referred to his game's multiplayer
development as a "cancerous growth.")
Spec Ops: The Line
In short, when the industry thought its future lay in developing broader multiplayer at the expense of
single-player, reality led it to slice away the less-favored multiplayer modes. But that still doesn't leave
developers with clear answers about what to do about players not finishing game scenarios that they
invest so much time and money into designing.
Ultimately, stories have seeped into many aspects of multiplayer-centric games
Here though, Abernathy sees a possible supporting reason for why the rise of multiplayer-centric genres
like MOBAs and hero shooters have been so character-driven.
When Abernathy was still at Microsoft, he says that he saw a lot of survey data from the internal research
team suggesting that despite the fact that many did not play games to completion, players still ranked
“story” as the #1 most important consideration for buying a game. (It’s a data point that’s cropped up a
few times over the years.) Abernathy never took this to mean that players valued gameplay less than
story, but that storytelling wasn’t as vestigial as some seemed to think.
It’s part of a theory he’s presented about at GDC, and a problem he’s tried to solve at Riot Games and at
his current startup Jumo. Though MOBAs and hero shooters have gained popularity on the strengthof competitive gameplay, Abernathy says that developers always saw huge attachment to the characters
they choose to take into combat. Their backstories, their personalities, their conflicts with other
champions...Abernathy believes that these were valued sometimes as much as the damage and utility of
their abilities.
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The rumors about
the death of story
mode are greatly
exaggerated
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“We needed to stop worrying so much about things like the Institute of War and the Fields of Justice,”
says Abernathy, referring to a set of narrative conceits Riot junked before Abernathy’s departure. “We
needed to focus more on these champions and who they are, and explore that.”
If developers are concerned about players not reaching the end of single-player games, and consider
multiplayer the central starting point for creating a profitable game, Abernathy says that there’s room in
multiplayer design to solve those narrative needs. At this point, it may even be essential to success.
To put it simply, if players are invested in characters and what happens to them, but don't necessarily
want to finish eight-hour games, multiplayer games that still deliver concise character stories may be a
market-proven solution.
Titanfall 2’s return to the narrative fold may be more a return to the model of Halo, Call of Duty , and
Uncharted , aiming to create the largest mass market game possible. But the departure of story mode
never was part of a bigger trend. It’s another example of how genres that are declared dead in the
game industry tends to just keep coming back.
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Comments
Alan Barton
Thanks for the thought provoking article. The industry is in oscillation between loving and
hating single player. One year its all for it, another against it, then another back to loving it
etc..
They are all chasing success stories. A single player game is a huge success, then everyone
else wants single player in their game. Then a multiplayer mode in another game is a huge
success, then everyone is like death to single player, we want multiplayer only etc..
There are details for success or failure that some are unfortunately not seeing due to often
non-gamer filled marketing departments of many companies who can't see the details.
For example, this multiplayer only mode success was true even as far back as the success of
Quake 3 Arena being only really Multiplayer (and still considered by many the best Quake
game). (Its single player was just multiplayer maps with bots). But non-gamers don't know
the details like e.g. ... Then Quake 4 added a very contrived (Q2 style Strogg themed) single
player, that wasn't well received, but far worst from a fan's point of view, they nurfed the
lightning gun a bit in Q4 (so it wasn't the single player why Q4 failed). (The lightning gun
nurfing was enough for fans of the lightning gun to loudly hate Quake 4, but not enough in
game play terms, as it was still one of the most powerful ways to kill opponents in some
situations, but only top players knew this about the Q3 game, so they wanted it to be over
powered … Few even gamers realise you can push an opponent back with the lightning gun,as well as hurt them, so in some parts of the map, you can trap an unsuspecting opponent).
But now as Doom has been such a huge success, I could see Quake 5 really aiming for both
Single & Multiplayer player again (if they make Q5). So we could well be back to Quake 1 in
terms of theme and gameplay modes … which would be all kinds of wonderful. :) ... (The
Strogg idea in Q2 was never intended to be a Quake game, that's why Q2 is so different
from Q1, as Q2 was intended to be another franchise, and then someone in marketing got
cold feet and decided to just call it Quake 2). It is these crazy snap knee-jerk marketing
decisions, where a lot of the problems are coming from.
Q1 single & multiplayer & Q3 multiplayer only, have always been the fan top favourites, but
anyone not knowing all of these details, could easily just boil it all down to thinking it was
just about single & multiplayer … which is exactly what happens in many companies
marketing departments, who don't really know or play these games or any other games in
any detail (some of the people in these departments in many companies are not even
gamers, so its no wonder they can't understand the real reasons for success or failure).
Hence they all end up blindly chasing last year's success stories.
Login to Reply or Like
Bob Johnson
exactly. they chase successes and so you get the flavor of the month or
year effect where something is in and another something must then be out.
But plenty of players like sp and plenty like mp. What i hate is when
developers feel obligated to put sp in a mp game and vice versa. The result
isn't usually pretty. IF they really need to go this route then they should
give you the option of choosing one or the other given this is doable in the
digital age.
Login to Reply or Like
David Young
Happily retired now but I watched this from within Corporate walls, just not
video game corporate walls. The internal jokes tended to shrink the
timeline, as in the company used to have a multiple year plan. It devolved
to chasing the next quarter to chasing the next contract. First guy with the
money wins.
Wins what? Hard to say from the trenches.
Login to Reply or Like
Stanislav Costiuc
One of the big advantages of single-player modes (and games in general) is the longevity of
the game's tail, in terms of how long can it be played (and enjoyed) after release. For
example, you can still play and enjoy all single-player Age of Empires series and its
community creations (from AoE to AoEIII, the communities of which are still active), but Age
of Empires Online? That's sadly unavailable now, and it's the youngest of the bunch.
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3
8 Jun 2016 at 5:55 am PST
8 Jun 2016 at 6:35 am PST
Multiplayer comes with a price, and that price is that for one reason or another, be it server
costs, platform dependencies, community dying out, even the most popular multiplayer
game has a life-span. Despite the huge success of World of Warcraft, of its huge player base,
of how Blizzard is actively working on the game to keep it alive... Warcraft 3, for example, in
the longterm is a game that's going to be played for a much longer period of time than WoW
(even if the player base will be much, much, much smaller in comparison to its peaks in the
early 2000s, but there will always be RTS players who would be interested in checking RTS
classics).
Login to Reply or Like
Alan Barton
There will always be groups of fans trying to keep popular games alive,
regardless of if they are single player games or multiplayer games.
For example look at the WoW Nostalrius servers. They had 800,000
registered accounts and 150,000 active players! The only reason they were
shut down was Blizzard didn't want them to exist, but it still showed huge
fan support for online play.
This is why Multiplayer often dies. The companies kill it and prevent fans
hosting their own servers. Its got nothing to do with game mode, there is
huge fan appeal for keeping old multiplayer games going, its just
companies can kill most multiplayer games far easier than single player
games.
Login to Reply or Like
Stanislav Costiuc
So fans will keep popular games alive, what about the not popular games?
And even with popular games, 'companies killing fan-made server' can be
called an issue, but it's not the main reason of multiplayer death.
The crux of the reason is that if the game ceases to be updated, the player
community will assuredly wither away to a small number of consistent
active player base. This means two things for multiplayer games:
1. For games that rely on player-created local servers this means that there
won't be enough people playing at the same time for there to be a
consistent multiplayer experience (I'm sure you can remember tons of
games where when you press 'refresh servers' either nothing appears or a
lot of things appear with 0 players, when there were times in the past with
a lot of active players)
2. For games that rely on a consistent server running, this means that
sooner or later the amount of active players won't justify the costs of
keeping the operation up and running (even if that operation is your own pc
and technically you aren't renting any servers).
People are running Star Wars Galaxy private servers, for example, that
aren't being closed down. Those servers will die, last I checked news stories
about this the amount of active players is about 1000. Years will pass,
there will be less people interested, the person responsible for running a
server will get a second child and not enough time to dedicate to the
server, so another one will take his place, young diehard 16-year old fan,
who will also for one reason or another in 5-7 years won't have enough
time and money for this, and the player base will become about 500 active
players at a time. And this will continue until running a server won't be
worth it.
50 years later, no one will be able to play Star Wars Galaxy because there
will be not enough fans to keep it running. But, 50 years later, everybody
willing would still be able to play the Atari 2600 version of Space Invaders
(emulated most likely, because who knows what will happen to the actual
consoles by that time, but still).
You can call this an exaggerated story, and it is, but I just want to point out
that without new content to keep the game always fresh, fans supporting
the game is essentially putting the game or its multiplayer mode on life
support.
This is actually one of the reasons why games with ability for players to
create content fare better and live a lot longer (as a community andgames) than those without. Take again one of my previous examples - Age
of Empires II. It was released in 1999, an expansion was released in 2000,
a couple years of support and then Ensemble Studios wasn't working on it
at all, but players created hundreds of campaigns per year, hosted
multiplayer games, all that stuff. It was enough to make an HD re-release
that would be as active 10 years later. And then also additional expansions
from players-becoming-devs which would prolong the lifespan of the game
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8 Jun 2016 at 6:50 am PST
1
8 Jun 2016 at 6:19 pm PST
8 Jun 2016 at 11:12 pm PST
again as it's new and fresh content.
But there's a game based on the same engine, and I was at one point a
very active member of its community - Star Wars: Galactic Battlegrounds.
The main community on Heavengames (same portal which hosts the main
AoEII fan community) forums was incredibly active for years, but now it
consists of like 30-40 members who stay on the forums mostly because
they became Internet friends over the years rather than because of the
game, which gets now like... 3-4 campaigns per year. Amount of
multiplayer matches that happen is close to 0 I would say. But even then, if
a new person gets the game to play it, he would still be able to enjoy all the
single-player content the game has to offer, and all the community-created
content that came to exist by that point in time.
So I guess the point that I'm trying to make, like movies, books, tv shows,
video games that require just one person would be able to live longer and
experienced by more amount of people than video games that require a
multiple amount of people to be enjoyed, regardless of how popular it is.
And yeah, I'm sure there will be multiplayer games that will stand the test
of time and become 'immortal' so to speak, but that would be a very small
amount of them.
Login to Reply or Like
Leonardo Pina
Well, it makes sense that multi-player games only lives as long as its
community.
Login to Reply or Like
Alan Barton
@"50 years later, no one will be able to play Star Wars Galaxy because
there will be not enough fans to keep it running."
In 50 years they will be playing against AI's playing the game, as if they
are playing against humans ... if they are free to run their own servers.
Also some of your points, you are extrapolating to a zero player base, for
very unpopular games. Talking about them dying out isn't very helpful at
seeing the point I was making, which still holds true.
There will always be groups of fans trying to keep popular games alive,
regardless of if they are single player games or multiplayer games.
That is if the multiplayer fans are allowed to run their own servers. But
some companies cannot and some will not allow players to run their own
servers.
For example almost all F2P games require payment backend servers, so
as soon as they are taken down, the multiplayer dies. They don't care if
some of their fan base still exists, they only care about enough fans to keep
the game running long enough to monetize their fans.
Login to Reply or Like
Stanislav Costiuc
Why does popularity even matter in this discussion?
My point was simple: all single-player games have the capacity to live
indefinitely, all multiplayer games have a life-span dependent on their
community and other cost-related factors (and the end of that lifespan is
inevitable for almost all games, some sooner than other, and there would
be very few games which will have a constantly updated fanbase to keep
them alive for a very long time).
Yeah, WoW probably wasn't the best example to choose first because it's
essentially an MMO phenomenon, but the point still stands and WoW still
has a possibility to die in 10/20/50/100/more years, we don't know. It's a
possibility still, even if it is unlikely.
Replying to the point of 'multiplayer will die' with 'but fans will keep the
popular games alive and your argument about those games that did die is
unhelpful' (btw, as a side remark, none of the games I've mentioned as
examples were UNpopular, all of them had a big active community at one
point or another) is like replying to the point of 'the Sun and Earth
alongside a bunch of other planets will die' with 'but we will be advanced
enough to colonize Earth-like planets in other systems and live there' -
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8/15/2019 Gamasutra - The Rumors About the Death of Story Mode Are Greatly Exaggerated
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that's not false, but it also doesn't really have anything to do with the point
made.
So I'm not even sure what we're arguing about as both of us are talking
about our own thing rather than counter-argumenting each others points.
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