• Mad_Punda@feddit.org
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    3 days ago

    with a few lines of code, they can turn a game into multiplayer

    lol, wtf are you talking about? I have no idea how that would even work. I am a game dev. I can add the API calls to connect to the servers, sure. That doesn’t make the game function correctly as a multiplayer game.
    So either you have no idea what you are claiming here, or you’re misrepresenting things on purpose.

    It makes me not trust a single thing you say and think you’re just a Valve shill.

    They have done good things for Linux. Doesn’t mean their anti competitive practices aren’t anti competitive.

    • auzy1@lemmy.world
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      2 days ago

      EDIT: To be clear, I am referring to converting a offline game to online multiplayer. However, it could be argued that in some games, that integration could be as half-arsed as allowing mouse control for the other player (there was one game I played where that was the case, but can’t remember which one).

      This isn’t a hidden feature AT ALL. It’s extremely well known.

      1. Remote Play together. It’s literally on the FRONT of the steamworks feature page https://partner.steamgames.com/doc/features/remoteplay#2
      2. There is a literal store page for supported games. https://store.steampowered.com/remoteplay_together
      3. I don’t develop games (other than uni). And, apparently, I know the steamworks feature set better than a “game dev”, because i find it interesting
      4. When I was told this by a game dev and how it was so easy, my first reason was to look it up and confirm it. I guess as a developer, I find stuff like this interesting. Some I guess don’t…
      5. If you can be arsed looking up the API in the link I posted, it should be completely obvious how it works to even non-devs (steam input is yet another good thing on Steamworks).

      I guess that confirms though, that they’re not a monopoly though, if you’ve been operating fine without touching steamworks.

      Maybe now is a good time for you to actually check the steamworks API, since it clearly has features that benefit you.

      • TJA!@sh.itjust.works
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        2 days ago

        Did you really read this? Because you already need multiplayer for this to work. You do not just"turn it into multiplayer" by adding this functionality…

        • auzy1@lemmy.world
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          2 days ago

          It works by streaming the game and basically just manages shared input. However, you are correct, I should have said ONLINE multiplayer (and I’ll edit that).

          However, given this was a big thing a few years back, and the person I responded to “couldn’t even think how that would work” says a lot imho. https://www.gamedeveloper.com/business/steam-s-biggest-feature-for-indie-devs-is-its-least-talked-about specifically

          I’ll also add, I’m playing a game similar to minesweeper at the moment (proverbs). Shared mouse/keyboard support would be good for some couples playing. There is no concept of multiplayer implemented, and yet, something like this could add very basic support quickly. Broken Age 2 I’m also playing, which is a point and click adventure game. I’d never play it multiplayer, but would also be cool to play with your girlfriend and you take control during different parts. Or, you can play games where there is simultaneous mouse / keyboard control normally. Instead of only 1 player doing both, you could split over the internet. Couch Co-op, even better, as both players are totally independent.

          These are all applications which any “games dev” should certainly be able to think of immediately. Instead, it feels like, they just wanted to talk smack.

          • TJA!@sh.itjust.works
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            2 days ago

            Yes and flying is very easy if you just mean running very fast.

            Multiplayer in most cases means much more than having shared input on a single player game. If I say I have multiplayer and the only multiplayer aspect is that, my players would indeed be expecting something much more. So I also cannot think how adding real multiplayer by just including a library would work. Because the whole game has to change to support multiplayer.

            • auzy1@lemmy.world
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              2 days ago

              If it wasn’t steam you’d be likely cheering it

              I gave you a list of practical examples, you’re now pretending they don’t count.

              Even ignoring my examples, it’s still easier to develop online support for any local multiplayer game because it allows you basically deal with the game on a local level instead of worrying as much about dealing with the online aspect

              It doesn’t have to solve every problem. But there is no solution that does

              Like I said, I only found out from a developer who used it for their game. So this isn’t me guessing, but from a developer who seemed pretty f’ing amazed by it. And I researched it soon after

      • alastel@lemmy.ml
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        2 days ago

        What are you on to consider a feature for adding remote play to an already multiplayer game to be the only thing you need for multiplayer ? This might not be hidden at all but it’s also not what you advertised at all. Perhaps consider actual game devs might know a thing or two before thinking doing a uni project entitles you to be so consescending.

        • auzy1@lemmy.world
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          2 days ago

          It works by streaming the game and the API basically just handles shared Input. That’s why it’s easy, because its basically screen sharing with enhancements. Playing multiplayer doesn’t necessarily even need to be split screen. Another game I’m playing now is proverb (which is like minesweeper), which is a puzzle game. You could safely share a mouse in it, or even adapt to have 2 different mice + remote play. Even though it definitely isn’t multiplayer, the paradigm used would work fine as a shared puzzle multiplayer game for casual gaming couples

          I have edited what I said to better indicate I meant “Online multiplayer”, in case that was the confusion… But, i’m seriously doubting it, given that they “didn’t even know how it would work”, and their first reaction wasn’t “oh, remote play”. Also, kind of weird that they attacked me, were condescending, but, when I provided evidence, that destroyed their claim (remember, multiplayer could just be one user controlling the keyboard, and one user the mouse), suddenly, my behavior is bad.

          More info is in: https://www.gamedeveloper.com/business/steam-s-biggest-feature-for-indie-devs-is-its-least-talked-about

          I’m also playing broken age at the moment (a point and click). Again, you could throw it into remote play, and have multiple people taking the reins at different parts

      • Mad_Punda@feddit.org
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        2 days ago

        I have used that feature in Steam, and I thought it was neat. Also I did not think you could possibly mean that when you said multiplayer. Because as others have pointed out already that is not turning it into what one would generally describe as multiplayer. It turns it into remote coop, or chaos, or, if the game already has local multiplayer, it can turn it into remote multiplayer.

        Nice for some games, but not generally applicable, and not what most people unfamiliar with it would expect after reading your statement.