This was actually the reason why I became interested in a different approach to local multiplayer development.
I’ve always felt that some of my best gaming experiences have come from local multiplayer. Games, no matter their nature, are more fun when enjoyed with your friends. And while on-line gaming can let you reach out and play, getting everyone together has just always been the optimal experience for me.
Personally, I don’t think the audience for playing couch multi-player games is limited. I think it’s a lot bigger than most people realize. The problem that I saw was that there is a significant barrier to entry for this kind of experience. A lot of it is tied to hardware.
For starters, you need a device that is connected to the television. This isn’t a huge issue for a lot of people, but it is still an issue. I was hoping to target Smart-TVs with low-graphics-requirement games, so as to circumvent even this barrier.
Perhaps more significant is the need for multiple controllers. There are tons of fun games that can support up to 4 players, but purchasing 4 modern game controllers is a fairly daunting proposition. And game controllers can be an awkward item to carry around with you. This problem is compounded by the number of devices that can be connected to a TV. If you have a Wii U and a PS3, do you buy enough controllers to support 4-players for both of them? What if you have even more consoles? The expense can be catastrophic, and well out of the range of more casual players.
And then there’s screen space. Even with today’s titanic televisions, split-screen severely limits how much of the screen can be used, and is inherently confusing for many players by its very nature.
Last but not least, there’s the hard 4-player limit. If you manage to get a crowd of friends together, what happens when there aren’t enough spots for everyone? Do the other people just have to watch? It always feels like you are excluding a part of the group when this happens. It would be so much better to be able to design local multi-player games that can handle a larger number of people at the same time.
This parallel development idea was the solution I came up with. Instead of focusing on acquiring a large amount of custom hardware, it is focused on using hardware that a lot of people already own. Instead of forcing the user to buy multiple controllers, it uses the mobile devices that a large number of people carry with them anyway. Most people add wi-fi to their home as a given these days, and with the current cost of wi-fi routers, it makes sense. And the server software could be run on just about anything, from a laptop, to the TV itself in the case of newer Smart-TVs.
It isn’t appropriate for all game types. There are plenty of action-oriented games that wouldn’t work well with it. But action games aren’t necessarily the best local multi-player games for larger groups of friends anyhow. Often a more laid-back or turn-based approach to game design works better in these scenarios. And genres that appeal to broader demographics are more likely to appeal to a larger party of friends. I was thinking more along the lines of digital board-games than multi-player shooters.