No Online Co-Op For Halo 3 At Launch 128
CVG has the disappointing news, originally reported in the pages of EGM, that online co-op play will not be available when Halo 3 launches this September. In the game the second player would play the part of the Arbiter character, but fans will only be able to complete the campaign cooperatively via LAN or split-screen. Bungie stated the possibility still exists online co-op could be patched in at a later date, but significant hurdles stand in the way of the feature: "'We're not dumb,' says Bungie's Frank O'Conner. 'We know that people want it and we're trying to make it happen. I think the biggest problem for us for online co-op is that we have a situation where you can be in a Warthog with five troops, almost a mile away from the other player. That's a significant challenge. And there's lots of design things you could do to prevent that from happening, but they would make it not feel like Halo anymore. If we can make it happen in a way that works well, we will - and if it works badly, we won't.'"
Re:Not to smart either? (Score:5, Informative)
Minimal collision detection
AI is far more simplistic
Time based actions
client side positioning(You can teleport yourself around in the game, till you get caught atleast)
Are there any physics in WoW?
Those are the major differences i can think of off the top of my head.
Re:Online Co-op Possible (Score:2, Informative)
Re:Suck Egg Mule! (Score:1, Informative)
A lot of the game mechanics work in a bubble around the player. Things outside the bubble get removed from memory as he progresses, and are streaming into memory as he approaches them. Scripts are triggered or enemies are spawned.
In multiplayer this has to work for several players simultaneously. This is relatively well understood for the typical multiplayer scenarios, like Deathmatch, Capture the Flag or King of the Hill, or any variation with another name for the flag or the hill. Additionally each round is comparably short-lived, after a few minutes you can reset everything into a known state and restart.
Compare that to a singleplayer quest: You'll spend half an hour or more on a level, and you may do lots of things. You may decide to go a section on foot, you may use a car, or you may capture a jet to fly around. Levels are normally designed in a way that you have do things somewhat linearly, though, so you can make each player choice an interesting experience and appear consistent to the world the game simulates. In co-op the game has to work however all players approach a level, additionally it has to work in a way that gives no player a chance to cheat or exploit the game to the other players disadvantage.
As he said, this can be achieved, for example by adding checkpoints that both players have to reach before they can progress (airlocks for example), he can force both players to enter the same vehicle at the same time, he can eliminate choice, he can eliminate set-pieces that don't work well with two players. But it is essentially a case of developing a second game in addition to the single-player game. (Or three games: Singleplayer, Multiplayer, CoOp).
So please stop whinging. I'd wait for a game that is specifically designed around CoOp, for example like Army of Two.
Re:Not to smart either? (Score:3, Informative)
Obviously, though, this reinforces your point