Redfall's player count has dropped so low on Steam that, if you wanted to form a full four-person lobby, you couldn't - yes, fewer than four people are playing.
Redfall studio job listing indicates returning focus to single-player
A job listing for Redfall studio Arkane Austin appears to indicate that the Dishonored and Deathloop studio could be returning to single-player games soon.
Honestly, the proliferation of widely-available Internet access and the fact that multiplayer games can be harder to pirate has, IMHO, tilted things a bit overly towards multiplayer games. That’s not to say that multiplayer games can’t be fun, but there is a lot to like about single-player games.
They don’t go away forever once the player base drops off.
On the PC, modding provides for a lot of life for many games. Modding competitive multiplayer games tends to run into issues with people cheating.
More-broadly, it’s not a problem if someone cheats in a single-player game, but it’s usually a problem for single-player, so all the anti-cheat infrastructure has to come along in multiplayer games.
For competitive multiplayer games, providing an even playing field is important, so using a controller with more buttons tied to game functions – a nice quality-of-life improvement – becomes a problwm, whereas it’s fine in single-player games.
Single-player games can be played offline.
Single-player games don’t have issues with connectivity interruptions.
While it’s true that playing against or with a human can be a good way to provide “AI” for other characters, humans aren’t getting better at filling that role, whereas the advance of computing power and software improvement permits for games to have better AI. I still feel like there’s a lot of room for improvement, but most first-person shooters have drastically more-interesting enemy AI than they did in the 1990s, and the technology isn’t going to generally go downhill. If someone makes a good “AI engine”, then many games benefit from improvement.
Single-player games are normally free to let the player pause what’s going on and deal with things In The Real World. If you’ve got an infant who needs their diaper to be changed, say, it’s not an issue. Multiplayer doesn’t generally deal so well with that.
It’s not as bad with centrally-controlled servers, which is the norm these days, but multiplayer games do have security concerns – you’re letting random other people affect your computer via software that probably isn’t very well-hardened.
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Honestly, the proliferation of widely-available Internet access and the fact that multiplayer games can be harder to pirate has, IMHO, tilted things a bit overly towards multiplayer games. That’s not to say that multiplayer games can’t be fun, but there is a lot to like about single-player games.
They don’t go away forever once the player base drops off.
On the PC, modding provides for a lot of life for many games. Modding competitive multiplayer games tends to run into issues with people cheating.
More-broadly, it’s not a problem if someone cheats in a single-player game, but it’s usually a problem for single-player, so all the anti-cheat infrastructure has to come along in multiplayer games.
For competitive multiplayer games, providing an even playing field is important, so using a controller with more buttons tied to game functions – a nice quality-of-life improvement – becomes a problwm, whereas it’s fine in single-player games.
Single-player games can be played offline.
Single-player games don’t have issues with connectivity interruptions.
While it’s true that playing against or with a human can be a good way to provide “AI” for other characters, humans aren’t getting better at filling that role, whereas the advance of computing power and software improvement permits for games to have better AI. I still feel like there’s a lot of room for improvement, but most first-person shooters have drastically more-interesting enemy AI than they did in the 1990s, and the technology isn’t going to generally go downhill. If someone makes a good “AI engine”, then many games benefit from improvement.
Single-player games are normally free to let the player pause what’s going on and deal with things In The Real World. If you’ve got an infant who needs their diaper to be changed, say, it’s not an issue. Multiplayer doesn’t generally deal so well with that.
It’s not as bad with centrally-controlled servers, which is the norm these days, but multiplayer games do have security concerns – you’re letting random other people affect your computer via software that probably isn’t very well-hardened.
I also think single player games tend to be much better on the narrative, immersion and storytelling side.