Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 9, 2012
 
Activision Blizzard reports better than expected 2011 thanks to MW3, Skylanders
 
DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe [7]
 
What Nintendo's 2011 sales mean for Wii U, third parties [11]
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [13]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [37]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [4]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [5]
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [4]
 
Xbox LIVE Indie Games at it Again
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Blizzard Entertainment
Language Tester, Brazilian Portuguese
 
2K Sports
Software Engineer - 2K Sports
 
Vicious Cycle Software, Inc
Animator
 
Blizzard Entertainment
Language Tester, Spanish (Castellano)
 
Blizzard Entertainment
Language Tester, Traditional Chinese
 
Blizzard Entertainment
Software Engineer, Web
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 9, 2012
 
TRION WORLDS AND CHINESE
ONLINE GIANT SHANDA
GAMES...
 
Dragons vs. Unicorns Goes
Solo
 
Spidermann named our game
 
Hawkins, Bushnell, and
Other Video Game
Industry...
 
FuturLab reveals
Velocity, raises the bar
for...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Pajitnov: I've Spent More Than 10 Years Working On Multiplayer Tetris Exclusive
by Christian Nutt [PC, Console/PC, Mobile Phone, Mobile Console, Exclusive]
2 comments
Share on Twitter
Share on Facebook RSS
 
 
June 28, 2010
 
Pajitnov: I've Spent More Than 10 Years Working On Multiplayer  Tetris

In a new Gamasutra feature interview, the original creator of the seminal puzzler -- Alexey Pajitnov -- explains that he's spent a great deal of time trying to perfect multiplayer Tetris, but says "we are not quite there yet," and to expect "something really cool in the future."

The original creator of the game -- who developed it in the '80s while working at the Academy of Sciences in Moscow -- now has recaptured the rights to the game that touched off the casual puzzle revolution, and is still working on new versions.

In fact, while he still works actively in approving new versions of Tetris that come to market from publishers, he's "kind of on early retirement," he says. He also says that the freedom to get away from a product development cycle "really liberates your mind and probably... I will be able to come up with something really cool in the future, yes."

"We are working on multiplayer versions for more than 10 years -- I've been trying to design it. I should admit that we are not quite there yet," says Pajitnov.

"It was quite a problem with Tetris that... the game is very intense, you know? If you play on the high level -- and that's where you want to play usually. So, you play on the edge of your abilities, in terms of the speed and reaction, and everything," he continues. "So, you kind of have no brain resources to observe what the other people are doing."

"That's the kind of measured theoretical problem which we need to resolve with multiplayer Tetris. So, if we lower the intensity of personal game playing, we, a little bit, lower the excitement of the game. But if we keep it at the same level, the players don't have resources to really do some kind of multiplayer actions, to observe, to analyze what's going on in the big picture, and adjust their strategy," continues Pajitnov.

"So, we have been seated on this problem for a while; that's the brief description of it. But there are still very promising ways to do it, so the version we have now is pretty good," he adds. "I mean, when you send the garbage in the multiplayer to the other player, it kind of works."

"But unfortunately, my dream would be the game, when you could really see what the other people do and take their gameplay and their achievement and their status in the game really in account," concludes Pajitnov. "That's what the main joy of a multiplayer game is, in my opinion."

The full interview, which goes into more depth on Pajitnov's current work and view of the industry, is live now on Gamasutra.
 
   
 
Comments

David Clair
profile image
Tetris DS has a pretty good multiplayer mode....

Jasper W
profile image
Tetris Party on WiiWare has an awesome co-op mode. What if you would split that into individual scores, it would be like Four Swords Adventures; you don't want to create the opportunity for the other player to score, but at the same time, you have to survive together.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.