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	<title>Comments on: The Crossing: cross-player gaming.</title>
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		<title>By: Burton</title>
		<link>http://www.aeropause.com/2007/01/the-crossing-cross-player-gaming/comment-page-1/#comment-17772</link>
		<dc:creator>Burton</dc:creator>
		<pubDate>Wed, 24 Jan 2007 18:55:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.aeropause.com/wordpress/2007/01/the-crossing-cross-player-gaming/#comment-17772</guid>
		<description>James, I was talking the same thing (#2) over with my gf. I think that without severely limiting the experience for other players, you can&#039;t give the main player a special experience. You absolutely won&#039;t give the &quot;enemies&quot; the same level of freedom.

If you do, then you have yourself a deathmatch. You would have to restrict the secondary players (if there are any) to certain areas, certain duties, etc. Essentially, you&#039;d be begging them to role-play through the experience.
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		<content:encoded><![CDATA[<p>James, I was talking the same thing (#2) over with my gf. I think that without severely limiting the experience for other players, you can&#8217;t give the main player a special experience. You absolutely won&#8217;t give the &#8220;enemies&#8221; the same level of freedom.</p>
<p>If you do, then you have yourself a deathmatch. You would have to restrict the secondary players (if there are any) to certain areas, certain duties, etc. Essentially, you&#8217;d be begging them to role-play through the experience.</p>
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		<title>By: James</title>
		<link>http://www.aeropause.com/2007/01/the-crossing-cross-player-gaming/comment-page-1/#comment-17771</link>
		<dc:creator>James</dc:creator>
		<pubDate>Wed, 24 Jan 2007 18:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.aeropause.com/wordpress/2007/01/the-crossing-cross-player-gaming/#comment-17771</guid>
		<description>1.  Your long load times are hardware related.  I&#039;ve seen the game on a high-end rig and it&#039;s fine.

2.  The premise is great but it quickly becomes a bad idea in many ways.  While it may prove more challenging and interesting every once in awhile, there&#039;s no way they can control the single-player experience in a way to make it engrossing if a 12 year olds gameplay has to act it out.

Now your gameplay experience can be ruined because some idiot bounces a grenade off of a wall killing everyone on his team or maybe he just wants to jump up and down repeatedly.  Wow, now that&#039;s exciting.

I don&#039;t want someone else controlling the storyline or gameplay of a single player game.  There&#039;s a reason why MMORPG&#039;s really haven&#039;t let player interaction directly effect everyone else&#039;s experience.  One bad egg could be catastrophic.
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		<content:encoded><![CDATA[<p>1.  Your long load times are hardware related.  I&#8217;ve seen the game on a high-end rig and it&#8217;s fine.</p>
<p>2.  The premise is great but it quickly becomes a bad idea in many ways.  While it may prove more challenging and interesting every once in awhile, there&#8217;s no way they can control the single-player experience in a way to make it engrossing if a 12 year olds gameplay has to act it out.</p>
<p>Now your gameplay experience can be ruined because some idiot bounces a grenade off of a wall killing everyone on his team or maybe he just wants to jump up and down repeatedly.  Wow, now that&#8217;s exciting.</p>
<p>I don&#8217;t want someone else controlling the storyline or gameplay of a single player game.  There&#8217;s a reason why MMORPG&#8217;s really haven&#8217;t let player interaction directly effect everyone else&#8217;s experience.  One bad egg could be catastrophic.</p>
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		<title>By: Burton</title>
		<link>http://www.aeropause.com/2007/01/the-crossing-cross-player-gaming/comment-page-1/#comment-17770</link>
		<dc:creator>Burton</dc:creator>
		<pubDate>Wed, 24 Jan 2007 17:26:25 +0000</pubDate>
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		<description>I think for the amount of asset loading and synchronization of clients and server that the load times aren&#039;t that unruly with half life 2 at all. When I do play multiplayer, it is Counter-Strike, so  I might speculate that a person who would opt for deathmatch might be looking for a quick fix. Even still, there are deathmatch configured CS:S servers that I play and I don&#039;t feel like the wait isn&#039;t worth it for even a second.

This game idea is awesome. I&#039;m studying game programming right now and I am fascinated with the prospect of a single player endeavor with other people playing their own endeavors at the same time. What seems to me to be the most interesting element is how they&#039;ll make a player feel like they&#039;re playing a single player game instead of a multiplayer (or even a small multiplayer). I envision if it isn&#039;t implemented well enough it will look either like a game of tag, a game of bunch of people with conflicting fetch quests, or something in a not-so-well thought out vein.

Fingers crossed. This actually woke me up this morning thinking about the application of this sort of game play and how I could implement something akin to it in a project I&#039;m working on.
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		<content:encoded><![CDATA[<p>I think for the amount of asset loading and synchronization of clients and server that the load times aren&#8217;t that unruly with half life 2 at all. When I do play multiplayer, it is Counter-Strike, so  I might speculate that a person who would opt for deathmatch might be looking for a quick fix. Even still, there are deathmatch configured CS:S servers that I play and I don&#8217;t feel like the wait isn&#8217;t worth it for even a second.</p>
<p>This game idea is awesome. I&#8217;m studying game programming right now and I am fascinated with the prospect of a single player endeavor with other people playing their own endeavors at the same time. What seems to me to be the most interesting element is how they&#8217;ll make a player feel like they&#8217;re playing a single player game instead of a multiplayer (or even a small multiplayer). I envision if it isn&#8217;t implemented well enough it will look either like a game of tag, a game of bunch of people with conflicting fetch quests, or something in a not-so-well thought out vein.</p>
<p>Fingers crossed. This actually woke me up this morning thinking about the application of this sort of game play and how I could implement something akin to it in a project I&#8217;m working on.</p>
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