#oneaday Day 521: It’s Your Turn Now

I’ve discovered the most terrifying thing in the universe: the man who very politely, but incredibly loudly, tells you “It’s your turn now!” on the iPhone version of Carcassonne. It’s terrifying because hearing someone’s voice when you’re not expecting to — such as, say, when you’re trying to get to sleep — is a frightening thing. Quite why a murderer or rapist would say “It’s your turn now!” is… no, hang on, that sort of works, doesn’t it? Shit.

But anyway. The terrifyingness of Carcassonne is not what I wanted to talk about — at least not directly, anyway. I wanted to take a moment to talk about asynchronous games, how awesome they are and where they can go from here.

The iPhone (and, presumably, Android) is home to a wide range of excellent asynchronous-play games, allowing people to play at their own pace at a time to suit them. The upside to this is that people even in wildly disparate time zones can play games against each other. The downside is that it’s easy to forget what games you’re playing, particularly if your push notifications decide not to work properly.

But that downside isn’t sufficient to dampen the awesomeness that is the ability to play Carcassonne with someone across the other side of the world. The “…with Friends” series (Chess, Words and Hanging) are all excellent examples of How To Do It Correctly, too, providing a simple, intuitive interface to games that most people know how to play. The quirky and entertaining Disc Drivin’, too, offers a fun experience, even if whoever goes first has a clear advantage over everyone else. (That’s my excuse, anyway.)

Certain social games are taking steps to incorporate asynchronous features, too. Dragon Age Legends, for example, allows players to recruit their friends’ characters — complete with equipment and abilities — into their party for combat. This allows people to play with their friends without their friends actually being there — defeating the object of a multiplayer game, you might think, but actually making the best of the fact that it’s pretty rare for you and all your friends to be online at the same time.

Consider this taken to the next level, though. Why haven’t we seen an asynchronous MMORPG yet, where players can party up with AI-controlled characters based on their friends’ equipment and ability lists? It works in Dragon Age Legends, though admittedly that’s a very simple turn-based game. But most MMORPGs have AI built in for enemy and ally characters anyway, so why shouldn’t there be a way for players to “play” even when they’re not actively logged in to the game? I think that’d be kind of cool, actually — and it would certainly get around my biggest bugbear with MMORPGs, which is the fact that a good 90% of my friends live in a completely different and mostly incompatible timezone to me.

On a related note, then, if you live in Europe and want to play Champions Online, Spiral Knights or anything else you’d care to suggest (preferably of the free to play variety) do please get in touch!

#oneaday, Day 103: Synchronise… Watches!

Anyone who’s got friends in other countries, something which has become more and more likely with the rise of online social networking, will know how difficult it is to do things together sometimes. Different time zones, the fact that you’re not “just around the corner” from one another – all manner of factors conspire to ensure that arranging a friendly game of Modern Warfare or Fat Princess, let alone anything more adventurous, is tricky business.

So what’s the solution? Well, how about if you don’t actually have to be online at the same time as each other to play together? It’s obviously not quite the same as actually being able to talk smack live to each other, but it’s a start. And it’s a gaming trend which is growing.

Many iPhone and iPad owners have been enjoying Words with Friends, a Scrabble clone with a different board layout to avoid difficult copyright negotiations. Words with Friends gets this idea of asynchronous multiplayer just right. Play a move and a pop-up push notification is sent to your opponent that it’s their turn. They can play their turn whenever is convenient to them. Then the notification is sent back to you. There’s also a chat window in game, where messages can be left for the other player. If you want to both stay logged in and play in real-time, there’s nothing stopping you doing that. But if, like most people, time is of the essence and you don’t have a spare hour for a friendly game, you can spread your game over the course of several days, weeks, months as necessary.

Obviously this works great for turn-based games, but what about genres which are traditionally real-time? Take racing games, for example.

Well, here’s a clever solution. The rather literally-titled Async Racing allows players to compete against each other without being logged in at the same time. The way it does this is by recording players’ laps around the game’s tracks and then using these recorded laps as opponents when someone decides to enter a race. Mario Kart Wii did something similar some time back with its Mario Kart Channel functionality, and it proved rather successful for a while, at least among my friends and I.

Then there’s Geometry Wars 2, perhaps the best – and simplest – example of asynchronous multiplayer fun. By posting one of your friends’ scores in the upper-right corner of your screen at all times during gameplay, you’re always competing against someone else. Assuming you actually have some friends, of course.

While asynchronous multiplayer is never going to completely take the place of simultaneous play complete with all the trash-talking that entails, it’s certainly an attractive alternative for those who are either short on time or friends in the same time zone. It’ll be interesting to see how – or indeed if – it will translate to other genres.

One possibility is for it to use the behavioural analysis that Halo: Reach is supposedly going to pioneer for its matchmaking. Imagine being able to party up with an AI team in something like World of Warcraft made up of your friends’ personalities, or have a game of Call of Duty against bots based on behavioural analysis of your buddies. Sure, it’s not a patch on actually being there with your friends, but we’ve established that isn’t always an option for some people.

Games are more fun with friends, whether they can be there with you or not. New opportunities to “play” with people you wouldn’t normally get to should be embraced. Asynchronous play is going to be a big part of the future of gaming, and it’ll be interesting to see who gets it right first.