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I've looked through the forums and I've noticed others have bugs. I personally don't have any nor have I encountered them. I was suggesting a multiplayer mode.
Also,Those bugs most be their problems because the friends who've I've already gifted are fine.
for an example
if they would want to make a multiplayer in this game or any singleplayer game for that matter
they cant just click ( Multiplayer = yes ) and be done ...no
they have to Delete this game and make an entire new game with multiplayer..
too bad you noobs think that HEY LETS JUST PUT MULTIPLAYER ? YEAAH THAT'D BE GREAT! ' AWESOME!! and done ... jeesus christ the stupidity burns
Many people think multiplayer will make every game better like a magic button. I disagree. Multiplayer is possible for just about anything, but that doesn't mean it'll be great without a lot of work. Look at how poor multiplayer was on GTA: Liberty City Stories on PSP. Look at how many people tried GTA IV's multiplayer then quit never to play it again, going back to COD or Halo. Active users are a big thing. Unless your game has a critical mass of active users playing online, the work is pretty much worthless.
On top of that, I'm still physically recovering from chronic pain aggravated from years of computer work, which I pushed through and let get worse to finish RCR in the first place. I'm now going to physio 3x a week, spending an hour a day on exercises and stretching to recover, and doing other treatments. I'm in no position to dive into such a massive commitment. On top of that, I personally am more interested in crafting highly polished single player experiences than I am of creating yet another multiplayer co-op/deathmatch/capture-the-flag experience.
Making games is FAR MORE WORK than most people realize. Even if you've dabbled with some hobby development. Even if you've worked at a game studio. There are a lot of little things which add up which no one thinks about. Programming tasks that another person at the studio handles. Production tasks. Art tasks. Business development. Unless you've done every single thing to release a game from start to finish, you will underestimate the work to be done. As someone who's been developing games for over 16 years, even after working in the industry on everything from small to AAA games, when I started my own company there was a ton that I underestimated. I thought the game would take me 1/4 of the time that it did -- I ended up having to spend an entire man year of work on all of the combined non-development tasks, from business and paperwork to production, marketing and PR. For those more interested in what I'm talking about, watch this lecture: http://www.gamasutra.com/view/news/194311/