Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Colossal Order has no plans implementing multiplayer into this game.
@OP could you for just one minute actually consider what it is you're asking?
Each player co-operating in the same map would be required to have identical mods, assets and props.
Each player therefore would also have to have near identical hardware so that everyone would be able to work at the same pace.
Each player would have to agree on the set speed of the game and nobody would be able to pause it.
Whose system would host the shared game? Would it be able to cope with more than one, two or more sets of custom content, agent and vehicle limits?
Have you even researched the limitations of the unity engine that the game is founded on?
It's all very well to suggest such a thing as multiplayer but you have to consider what that in fact entails. There are plenty of reasons why CO have refused to implement it.
If a developer sees this thread please respond! ;c
As grapplehoeker anf I already said, it is not going to happen in this version of the game, and it is confirmed by the developers over at the officiall paradox forums.
To start off: I side with CS being singleplayer only from the start.
Now you say they have no plans and you're right. The closest thing I have to this is a quote from PCGamer (3/19/15), 9 days after a successful release:
"No. Basically, we are of course with very limited resources and with the small budget we have, it was completely out of the question. Even if we think about... we have a certain philosophy behind the game, and it is definitely so that it is really a singleplayer game.....................The experiences we've had previously, we decided that we will go singleplayer only, at least for now."
Thats basically a No (I'd like to see a more recent article/video).. But lets remember, CO was an infant dev team at that time and had just failed hard on Cities in Motion 2 and had much more to do for CS. Today they intentionally stayed small, but have sold 2.5+ million copies without DLC included. Its really just a matter of: (Time needed vs Community needs vs Financial risk/gain).
I too am a long-term gamer and a veteran modder. I know the complications of multiplayer and you could literally once again just use CO's "Cities In Motion 2" as an example as to why NOT to implement multiplayer. So just know that I'm on the logical side of things.
The problem is when people see multiplayer requests, they immediately think of ONLINE multiplayer and point to the worst games it failed so hard on. SimCity 2013 anyone? I do it as well but I constantly have to remind myself of all the times its succeeded and all the countless memorable moments with friends/family that I can be like "Remember that time...."
With that said, CS with some sort of OPTIONAL multiplayer would be insane not to consider. Its the very reason people live-stream their single-player games. We want to connect with people.
So lets redefine what we mean by multiplayer.. Why not a local, single-PC, couch coop, split-screen, steam controllers compatible shared-city multiplayer? This would require an extra camera control, separate control schemes, and UI tools/rules etc.. Much easier(still difficult) than designing around a complex SP system, hiring expensive MP coder(s) to optimize SP code and mitigate sync issues. Oh and yeah, simulating 50,000+ citizens, vehicles, back-end economy while making fast changes to the city, saving, and being thousands of meters/miles away from each other.
Instead of that knee-jerk reaction that we all have when we see "Multiplayer?" posts. Instead of regurgitating all these familiar sayings: "Its too much work", "Its not possible in simulation games or impractical", Why not come out with solutions to mitigate those problems? We all said the same things for Elder Scrolls Skyrim, a predominant single-player game. Yet here we are, 2016 and some modder made huge progress on something we all thought was never going to happen. In 2016, SpaceX landed a stage 1 rocket booster on a tiny barge in the middle of the ocean less than 4 years of developing the required technology when everyone said they'd fail, including CEO Elon Musk.
At the end of the day, there will 100% be a multiplayer mod.. Because there already is: Here[github.com] =) (even though its currently dead, the spirit is always alive) Cheers!
Simcity 3000 has a co-op multiplayer. Where two people can play on the same map and buy their own tiles to work on. But you can't work on the same tiles together. When the other person logs out, then you have to live with what he did to your city. It can be challenging at the least.
If you play with your friends constantly and all at the same time, it can semi-work. But there are so many things that go wrong, you end up building your own city as well as everyone else.
Have you guys checked out the upcoming Urban Empire? It is suppose to be multiplayer.
Okay, jokes aside, I think the Multiplayer in SC5/2013 was the best, if we ignore the server problems SC had after release, multiple cities having the ability to trade products an resources between each other.