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A '''single-player video game''' is a [[video game]] where input from only one player is expected throughout the course of the gaming session. "Single-player game" usually refers to a game that can only be played by one person, while "single-player mode" usually refers to a particular [[game mode]] that is designed to be played by a single-player, though the game also contains modes that can be played by several players simultaneously.<ref>{{cite book | last1 = Oosterhu | last2 = Feireiss | first2 = Lukas | title = The Architecture Co-laboratory: Game Set and Match II : on Computer Games, Advanced Geometries, and Digital Technologies | publisher = Delft University of Technology | location = Delft | url=https://books.google.com/books?id=tXBdOoZ-faYC&pg=RA2-PA108&dq=single+player+simulations#PRA2-PA108,M1 | date = March 2006 | page = 180 | isbn = 9789059730366}}</ref>
A &#039;&#039;&#039;single-player video game&#039;&#039;&#039; is a [[video game]] where input from only one player is expected throughout the course of the gaming session. &quot;Single-player game&quot; usually refers to a game that can only be played by one person, while &quot;single-player mode&quot; usually refers to a particular [[game mode]] that is designed to be played by a single-player, though the game also contains modes that can be played by several players simultaneously.&lt;ref&gt;&#123;&#123;cite book | last1 = Oosterhu | last2 = Feireiss | first2 = Lukas | title = The Architecture Co-laboratory: Game Set and Match II : on Computer Games, Advanced Geometries, and Digital Technologies | publisher = Delft University of Technology | location = Delft | url=https://books.google.com/books?id=tXBdOoZ-faYC&amp;pg=RA2-PA108&amp;dq=single+player+simulations#PRA2-PA108,M1 | date = March 2006 | page = 180 | isbn = 9789059730366&#125;&#125;&lt;/ref&gt;


The vast majority of modern [[console game]]s and [[arcade game]]s are designed so that they can be played by a single-player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''[[Unreal Tournament]]'' series is one example of such.<ref>"Unreal Tournament 3 Single-player Campaign Preview." Unreal Tournament 3 Single-player Campaign Pr. N.p., n.d. Web. 18 Apr. 2013.</ref>
The vast majority of modern [[console game]]s and [[arcade game]]s are designed so that they can be played by a single-player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The &#039;&#039;[[Unreal Tournament]]&#039;&#039; series is one example of such.&lt;ref&gt;&quot;Unreal Tournament 3 Single-player Campaign Preview.&quot; Unreal Tournament 3 Single-player Campaign Pr. N.p., n.d. Web. 18 Apr. 2013.&lt;/ref&gt;


==History==
==History==
The earliest video games, such as ''[[Tennis for Two]]'' (1958), ''[[Spacewar!]]'' (1962), and ''[[Pong]]'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''[[Tomohiro Nishikado#Speed Race|Speed Race]]'' (1974)<ref>"Speed Race." (Game). N.p., n.d. Web. 18 Apr. 2013.</ref> and ''[[Space Invaders]]'' (1978).
The earliest video games, such as &#039;&#039;[[Tennis for Two]]&#039;&#039; (1958), &#039;&#039;[[Spacewar!]]&#039;&#039; (1962), and &#039;&#039;[[Pong]]&#039;&#039; (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as &#039;&#039;[[Tomohiro Nishikado#Speed Race|Speed Race]]&#039;&#039; (1974)&lt;ref&gt;&quot;Speed Race.&quot; (Game). N.p., n.d. Web. 18 Apr. 2013.&lt;/ref&gt; and &#039;&#039;[[Space Invaders]]&#039;&#039; (1978).


The reason for this, according to [[Raph Koster]], is down to a combination of several factors: increasingly sophisticated computers and interfaces that enabled [[asymmetric warfare|asymmetric]] gameplay, [[cooperative gameplay]] and story delivery within a gaming framework, coupled with the fact that the majority of early games players had introverted personality types (according to the [[Myers-Briggs Type Indicator|Myers-Briggs personality type indicator]]).<ref name='RaphKoster'>{{cite web | url = http://www.raphkoster.com/2006/02/10/are-single-player-games-doomed | title = Are single-player games doomed? | accessdate = 2013-02-25 | last = Koster | first = Raph | authorlink = Raph Koster | date = 10 Feb 2006 | archiveurl = https://web.archive.org/web/20130208222638/http://www.raphkoster.com/2006/02/10/are-single-player-games-doomed | archivedate = 8 Feb 2013}}</ref>
The reason for this, according to [[Raph Koster]], is down to a combination of several factors: increasingly sophisticated computers and interfaces that enabled [[asymmetric warfare|asymmetric]] gameplay, [[cooperative gameplay]] and story delivery within a gaming framework, coupled with the fact that the majority of early games players had introverted personality types (according to the [[Myers-Briggs Type Indicator|Myers-Briggs personality type indicator]]).&lt;ref name=&#039;RaphKoster&#039;&gt;&#123;&#123;cite web | url = http://www.raphkoster.com/2006/02/10/are-single-player-games-doomed | title = Are single-player games doomed? | accessdate = 2013-02-25 | last = Koster | first = Raph | authorlink = Raph Koster | date = 10 Feb 2006 | archiveurl = https://web.archive.org/web/20130208222638/http://www.raphkoster.com/2006/02/10/are-single-player-games-doomed | archivedate = 8 Feb 2013&#125;&#125;&lt;/ref&gt;


Although the vast majority of modern games incorporate a single-player element either as the core or as one of several game modes, single-player gaming is currently viewed by the [[video game industry]] as peripheral to the future of gaming, with [[Electronic Arts]] president Frank Gibeau stating that he had not approved one game to be developed as a single-player experience,.<ref name='CVG'>{{cite news | title = Is single-player gaming under-threat? | date = 28 Oct 2012 | publisher = [[Future plc]] | url = http://www.computerandvideogames.com/374796/features/is-single-player-gaming-under-threat/ | work = Computer and Video Games | accessdate = 2013-02-25}}</ref>
Although the vast majority of modern games incorporate a single-player element either as the core or as one of several game modes, single-player gaming is currently viewed by the [[video game industry]] as peripheral to the future of gaming, with [[Electronic Arts]] president Frank Gibeau stating that he had not approved one game to be developed as a single-player experience,.&lt;ref name=&#039;CVG&#039;&gt;&#123;&#123;cite news | title = Is single-player gaming under-threat? | date = 28 Oct 2012 | publisher = [[Future plc]] | url = http://www.computerandvideogames.com/374796/features/is-single-player-gaming-under-threat/ | work = Computer and Video Games | accessdate = 2013-02-25&#125;&#125;&lt;/ref&gt;


==Game elements==
==Game elements==
As the narrative and conflict in single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain gaming experiences that are typically absent - or de-emphasised - in multiplayer games.<ref>"ThomasDaPsycho." : Video Game Story Elements. N.p., n.d. Web. 18 Apr. 2013.</ref>
As the narrative and conflict in single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain gaming experiences that are typically absent - or de-emphasised - in multiplayer games.&lt;ref&gt;&quot;ThomasDaPsycho.&quot; : Video Game Story Elements. N.p., n.d. Web. 18 Apr. 2013.&lt;/ref&gt;


===Story===
===Story===
Single-player games rely more heavily on compelling stories to draw the player into the experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily on a linear narrative. By contrast, many single-player games are built around a compelling story.<ref>"Tales of the Rampant Coyote: What Makes a Great RPG - Mechanics." Tales of the Rampant Coyote. N.p., n.d. Web. 18 Apr. 2013.</ref>
Single-player games rely more heavily on compelling stories to draw the player into the experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily on a linear narrative. By contrast, many single-player games are built around a compelling story.&lt;ref&gt;&quot;Tales of the Rampant Coyote: What Makes a Great RPG - Mechanics.&quot; Tales of the Rampant Coyote. N.p., n.d. Web. 18 Apr. 2013.&lt;/ref&gt;


===Characters===
===Characters===
Whilst a multiplayer game relies upon human-human interaction for its conflict, and often for its sense of camaraderie, a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their [[non-player character]]s in order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game's [[antagonist|antagonist(s)]]. This is typically true of [[Role-playing video game|role-playing games]] (RPGs), such as ''[[Dragon Quest]]'' and the ''[[Final Fantasy]]'' series, which are primarily character-nagato
Whilst a multiplayer game relies upon human-human interaction for its conflict, and often for its sense of camaraderie, a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their [[non-player character]]s in order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game&#039;s [[antagonist|antagonist(s)]]. This is typically true of [[Role-playing video game|role-playing games]] (RPGs), such as &#039;&#039;[[Dragon Quest]]&#039;&#039; and the &#039;&#039;[[Final Fantasy]]&#039;&#039; series, which are primarily character-nagato


===Exceptions===
===Exceptions===
It should be noted that these game elements are not firm, fixed rules; single-player [[Puzzle video game|puzzle games]] such as ''[[Tetris]]'' or [[racing game]]s focus squarely on gameplay.
It should be noted that these game elements are not firm, fixed rules; single-player [[Puzzle video game|puzzle games]] such as &#039;&#039;[[Tetris]]&#039;&#039; or [[racing game]]s focus squarely on gameplay.


==See also==
==See also==
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==References==
==References==
{{reflist}}
&#123;&#123;reflist&#125;&#125;


{{video game gameplay}}
&#123;&#123;video game gameplay&#125;&#125;


[[Category:Video game gameplay]]
[[Category:Video game gameplay]]

Revision as of 06:02, 26 December 2016

{{Refimprove|date=January 2012}}

A '''single-player video game''' is a video game where input from only one player is expected throughout the course of the gaming session. "Single-player game" usually refers to a game that can only be played by one person, while "single-player mode" usually refers to a particular game mode that is designed to be played by a single-player, though the game also contains modes that can be played by several players simultaneously.<ref>{{cite book | last1 = Oosterhu | last2 = Feireiss | first2 = Lukas | title = The Architecture Co-laboratory: Game Set and Match II : on Computer Games, Advanced Geometries, and Digital Technologies | publisher = Delft University of Technology | location = Delft | url=https://books.google.com/books?id=tXBdOoZ-faYC&pg=RA2-PA108&dq=single+player+simulations#PRA2-PA108,M1 | date = March 2006 | page = 180 | isbn = 9789059730366}}</ref>

The vast majority of modern console games and arcade games are designed so that they can be played by a single-player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such.<ref>"Unreal Tournament 3 Single-player Campaign Preview." Unreal Tournament 3 Single-player Campaign Pr. N.p., n.d. Web. 18 Apr. 2013.</ref>

History

The earliest video games, such as ''Tennis for Two'' (1958), ''Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974)<ref>"Speed Race." (Game). N.p., n.d. Web. 18 Apr. 2013.</ref> and ''Space Invaders'' (1978).

The reason for this, according to Raph Koster, is down to a combination of several factors: increasingly sophisticated computers and interfaces that enabled asymmetric gameplay, cooperative gameplay and story delivery within a gaming framework, coupled with the fact that the majority of early games players had introverted personality types (according to the Myers-Briggs personality type indicator).<ref name='RaphKoster'>{{cite web | url = http://www.raphkoster.com/2006/02/10/are-single-player-games-doomed | title = Are single-player games doomed? | accessdate = 2013-02-25 | last = Koster | first = Raph | authorlink = Raph Koster | date = 10 Feb 2006 | archiveurl = https://web.archive.org/web/20130208222638/http://www.raphkoster.com/2006/02/10/are-single-player-games-doomed | archivedate = 8 Feb 2013}}</ref>

Although the vast majority of modern games incorporate a single-player element either as the core or as one of several game modes, single-player gaming is currently viewed by the video game industry as peripheral to the future of gaming, with Electronic Arts president Frank Gibeau stating that he had not approved one game to be developed as a single-player experience,.<ref name='CVG'>{{cite news | title = Is single-player gaming under-threat? | date = 28 Oct 2012 | publisher = Future plc | url = http://www.computerandvideogames.com/374796/features/is-single-player-gaming-under-threat/ | work = Computer and Video Games | accessdate = 2013-02-25}}</ref>

Game elements

As the narrative and conflict in single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain gaming experiences that are typically absent - or de-emphasised - in multiplayer games.<ref>"ThomasDaPsycho." : Video Game Story Elements. N.p., n.d. Web. 18 Apr. 2013.</ref>

Story

Single-player games rely more heavily on compelling stories to draw the player into the experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily on a linear narrative. By contrast, many single-player games are built around a compelling story.<ref>"Tales of the Rampant Coyote: What Makes a Great RPG - Mechanics." Tales of the Rampant Coyote. N.p., n.d. Web. 18 Apr. 2013.</ref>

Characters

Whilst a multiplayer game relies upon human-human interaction for its conflict, and often for its sense of camaraderie, a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their non-player characters in order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game's antagonist(s). This is typically true of role-playing games (RPGs), such as ''Dragon Quest'' and the ''Final Fantasy'' series, which are primarily character-nagato

Exceptions

It should be noted that these game elements are not firm, fixed rules; single-player puzzle games such as ''Tetris'' or racing games focus squarely on gameplay.

See also

References

{{reflist}}

{{video game gameplay}}