Gamasutra: The Art & Business of Making Gamesspacer
The ups and downs of doing online multiplayer as an indie
View All     RSS
October 31, 2014
arrowPress Releases
October 31, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The ups and downs of doing online multiplayer as an indie

May 12, 2014 Article Start Previous Page 5 of 5

"I wouldn't say the implementation of online multiplayer in SpeedRunners is perfect - in fact it's far from it," admits the dev. "But at least it's working to a degree at which players do believe that they're in the same game world as their opponents, resulting in an enjoyable game experience."

This is the most important advice that any developer looking to implement online multiplayer should take note of, he says -- don't try to make everything perfect from the start, or else you'll end up with months of creating complex systems that simply don't work properly.

"It's more important to get something working," he adds. "Once you've got that rough, first, buggy version up and running, you can start improving specific areas, while setting up tests so that people can actually use it in the wild. That way, you'll focus more on the important parts. It also gives you a better sense of progression, which is important in keeping up morale."

And, he adds, if you are planning to implement online multiplayer in your game, you should really be doing it from the get-go. "We tried to add it on after the main game was already more or less finished, which turned out to make everything that much more complicated," van Est says.

"It's not about creating a world that is the exact same for every player - it's about creating an experience in which each player believes they're operating in the same world as the other players."

For DoubleDutch, they were convinced that online multiplayer would add large-scale value to the game, and they turned out to be right. van Est doubts the game would have been as successful as it has been on PC without online multiplayer.

"People nowadays seem to prefer playing online against their friends, rather than invite them over to play on the couch, especially PC games," he reasons. "However, it's important to realize that online multiplayer and offline multiplayer are two very different things, not only from a technical standpoint, but also in terms of gameplay. A lot of things that work well in an offline setting, playing with friends on a couch, don't necessarily translate well into an online environment, where you're playing against strangers."

And another advantage of successfully implementing online multiplayer into your game, notes the dev, is that in the eyes of players, you'll have an advantageous selling point over your competitors.

"I'd love for our next project to be another online multiplayer game, even if that's going to be difficult," he adds. "In the end I think it comes down to what your passion is, and for me that's bringing people together using games; whether that's improving the bond between friends of making new friends."

"I believe the best way to do that is through online multiplayer games, so that's what I want to make, as difficult though that might turn out be."

Article Start Previous Page 5 of 5

Related Jobs

Rensselaer Polytechnic Institute
Rensselaer Polytechnic Institute — Troy, New York, United States

Assistant Professor in Music and Media
The College of New Jersey
The College of New Jersey — Ewing, New Jersey, United States

Assistant Professor - Interactive Multi Media - Tenure Track
Next Games
Next Games — Helsinki, Finland

Senior Level Designer
Magic Leap, Inc.
Magic Leap, Inc. — Wellington, New Zealand

Level Designer


Julian Toker
profile image
"It's not about creating a world that is the exact same for every player - it's about creating an experience in which each player believes they're operating in the same world as the other players."

Very clever concept.

Phil Maxey
profile image
Online multiplayer is one of the most difficult things to implement in game development, even in a turn-based strategy game such as I'm developing, the issues mount up if you want the player to be able to see a replay or have an Undo option, but having said all of that when I look back on most of the games I've had most fun with over the years they have been multiplayer games both online and local play.

@clankingdom is going to be online multiplayer only to start with, and my next game after that is also going to be online multiplayer. I think some aspect of playing with or against other people is essential in a game these days.

Sally Monet
profile image
I agree, been working on multiplayer HTML5 game for months, was rather difficult, though I gained knowledge and experience :)

Kiran Nair
profile image
The IGF student showcase 2014 winner, Cyber Heist is a good example of a multi player co-op game executed well.

Martyn Hughes
profile image
Our game, UnitedFootball, is a 4 v 4 online soccer (football) title. And it has been a nightmare... The multiplayer complexities in both the network model, gameplay and even in terms of getting players into games are an order of magnitude more difficult than if we had done a single player game...

Our dev team absolutely hate the fact it is multiplayer due to the above reasons...

Pedro Fonseca
profile image
Nothing exactly new nor defying common knowledge regarding opinions and advices.

Still, very interesting and somewhat reassuring to read it coming from people with way more experience than me, if not for any other reason, just to give me some peace of mind that I'm not being an old geezer telling them kids to stop playing online and all sit on my couch for some local co-op like in the old days.

Daniel Cook
profile image
One thing is often missed about online multiplayer is that it is as much a design challenge as it is a technical challenge. Screw up a few logistical key concepts and if your concurrency isn't high enough, no one gets to play. Matches that require a fixed number of player and synced start times are deadly. You don't design a game and make it online multiplayer. You design an online multiplayer game.

(An older essay on the topic:

Local multiplayer is a tricky fallback. It has been around for ages and has some well known drawbacks.

1) It tends to be played by a handful of people that are able to get together regularly in the same physical space. Kids, college students, roommates. Almost all other groups are rarely in situations that allow for couch play. Developers are prone to testing bias here, because they are one of the few groups that plays games together locally. :-) "Hey, we are having fun! So will everyone else." Nope...because they aren't like you.

2) It isn't actually played that often. Most couch games have play patterns similar to board games. They come out on rare gatherings and gather dust otherwise.

3) Since both retention and engagement are low (for 99% of the audience), it is always a premium product. You need to get money up front for a game that the buyers will almost never play. This limits DLC and IAP if this was a consideration.

4) Because the value proposition isn't that great for most players, you end up making a single player game anyway in order to sell it. So scope increases as do costs. Historically, local multiplayer only games don't sell well (10-20X difference) You may not be in it for the money, but a consideration.

All the best,

Brandon Wu
profile image
Couldn't agree more! For us, the design challenge resulted in even more technical challenges!

We wanted to avoid having to have everyone start at the same time for a match so that more people can get into a match quicker, and ended up with a RTS-style match with an authoritative FPS-style setup - matchmaking, server instance headaches... Three networking platform changes and now on the fourth iteration, I can't wait for the day we ship *something*! ;-)

(link to game:

Iain Howe
profile image
Yup. This post is a great self-check and a reminder to craft solutions for your target market - not for yourself. Since most studios have a/multiple couches in front of console setups, we tend to assume that everyone does.

Curtiss Murphy
profile image
I struggled with multiplayer networking for years, until I eventually compiled my lessons into a chapter in Game Engine Gems 2, "Believable Dead Reckoning for Networked Games" (PM me with your email for a PDF copy).

I loved this article! This quote sums it up: "Online multiplayer is the most complex part of game development there is," says developer Joost van Dongen, bluntly. "Adding online multiplayer roughly doubles the programming time needed to make a game, especially if this is the first time for a developer."

Ashkan Saeedi Mazdeh
profile image
no pm mechanisms seem to be available, :) can u please send one copy to ashcan [dot] saeedi [dot] 1989 [at] gmail [dot] com (trying to avoid spammers and scrapers :) )

Many thanks

Kevin Fishburne
profile image
My two cents on how I got online multiplayer working in my game:

1) The only player input sent to the server is raw gamepad data or a text string for chatting.
2) The client and server have an incoming transaction queue, outgoing transaction queue and outgoing transaction queue history for resending transactions not acknowledged in time.
3) The server updates different types of world data at different rates so that more important things like player transaction handling take precedence.
4) I use custom UDP transaction/packet handling to enforce transaction ordering and preventing double-execution of inappropriately resent transactions.
5) The server processes all clients each "frame" and concatenates like transactions so they may be sent to a player as a single transaction, reducing overhead when many players are in the same area.
6) Clients receive new data only when it has changed and never at a rate higher than 10 FPS.
7) Clients have "current" and "target" positions/orientations/etc. The current position is what's being rendered and the target position is their true position as sent by the server. The current position is interpolated toward the target position each client render frame. This creates the appearance of inertia and masks latency.

The main things not yet implement that I'll need to watch for are clients sending bad data (too much or too little) that could crash the server and clients flooding the server with a transaction (DoS attack).

Implementing this was my first real experience with network programming, and while I can say it was damned difficult, it wasn't the most difficult thing I'd ever experienced. So if you're going to do it, before you write a line of code, plan it out in detail. You'll save a few burst blood vessels and it will hopefully do what you need it to without being easily exploitable.

Ashkan Saeedi Mazdeh
profile image
We've been working on a online only tank game like the old games (alikes of battle city) , playing it around the office has been so fun and David Aldidge's talk was so helpful as others said. I've worked both on multiplayer tech and games and I agree that it's hard. Some problems of it can become easier like the problem of testing and finding bugs but some are essential and will never be easy unless we can move data with speeds faster than light speed which will not be surely tomorrow :)