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A big selling point of the Wii U is the asynchronous multiplayer gameplay. I'm a little curious and concerned about how exactly it will work. The absolute key is delivering on this : Different but Equal. Same game, 2+ players 2+ different experiences. It looks like the games that showcase it the best so far are Mario Chase and Metroid Blast. The issue with that is that in those two games each round looks like it last just a few minutes at best. In New Mario U player 2 helps out by adding blocks. That sounds a lot like in Galaxy when player 2 helped out by shooting Star Bits, and that was barely better than just sitting there and watching. That's hardly Different but Equal. You can't have one player having 90% of the fun. Can asynchronous play shine in a longer "hardcore" game? Can you think of scenarios where it will work great? It's late and sure I could think of more really thinking about it but what about a shooter/action style game each player is given a separate mission? You go rescue the prisoner, I'll go steal the code that unlocks the door, we meet at the door in 20 minutes. We go our separate ways with a 20 minute timer in the corner of the TV and Gamepad. I'll try to think of more, what ideas do you have?optimal_saint
It's called asymmetric gameplay. Asymmetric and asynchrnonous mean two different things.
I can see lots of room for new types of gameplay, in particular in hardcore games.
You could have a shooting game where it is 4 weak players vs one powerful one. Eventually they will allow for two gamepads per system and this will change the game again. You could have games which are 4v2, 2v2v2, 3v3 (One gamepad + two traditional players per team), 5v1 etc etc. And of course options like 6 player coop.
I've seen someone else mention gameplay in the style of D&D. The gamepad player is the dungeon master, traditional controllers are the players.
Personally, I'd love to see a driving game which supports 4 players on the TV, with 2x gamepads, allowing for a field of six from one console. Even if the graphics got turned down to the level of Forza 1 on the Xbox, it would still be enough for all 6 players to enjoy the game.
I think the Wii U has the potential to offer lots of little gameplay surprises over the 8th gen.
we've already seen something similar to asymmetrical gameplay before the wii u. halo has a juggernaut mode where one player has a ton of health and does extra damage while other players basically have to defeat that player to score points.
i think that's the sort of thing 3rd party developers will aim for. one player will have an advantage (likely through information on the touch screen) but the other players will be evenly matched altogether.
Actually upon reading into this more and more your right and your wrong, the person with the gamepad in Mario multiplayer has optinos on how to play as additional player either play classic or in the other mode it is not forced that player 2 simply drops blocks. The only ime I believe your forced to play dropping blocks is when there are 5 ppl, 4 playing the game and the 5th then being on the gamepad dropping blocks etc.
I've heard both terms used. How are they different?It's called asymmetric gameplay. Asymmetric and asynchrnonous mean two different things.
I can see lots of room for new types of gameplay, in particular in hardcore games.
You could have a shooting game where it is 4 weak players vs one powerful one.
psymon100
[QUOTE="psymon100"]I've heard both terms used. How are they different?It's called asymmetric gameplay. Asymmetric and asynchornonous mean two different things.
I can see lots of room for new types of gameplay, in particular in hardcore games.
You could have a shooting game where it is 4 weak players vs one powerful one.
optimal_saint
Well, when something is asymmetrical, it violates symmetry - meaning that it isn't balanced. 'Asymmetric Gameplay' should be the only phrase Nintendo et al use, as it's correct. The player with the gamepad does not have the same view into the gameworld as the other players. Also, it can be 1v4 etc, it's unbalanced, it's asymmetrical.
You're probably heard of chronological order, meaning ordering things by time, ancient Greek 'chronos' meaning 'time'. When things are synchronised they're running at the same time. So a-synch-chronos means things which aren't running at the same time. This doesn't describe the type of gameplay the Wii U gamepad brings.
Many get this wrong, like about.com.Here is an example which pre dates the Wii U by 9 years.
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