Asingle-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes.[1]
Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The Unreal Tournament series is one example of such.[2]
The reason for this, according to Raph Koster, is down to a combination of several factors: increasingly sophisticated computers and interfaces that enabled asymmetric gameplay, cooperative gameplay and story delivery within a gaming framework, coupled with the fact that the majority of early games players had introverted personality types (according to the Myers-Briggs personality type indicator).[4]
Although most modern games incorporate a single-player element either as the core or as one of several game modes, single-player gaming is currently viewed by the video game industry as peripheral to the future of gaming, with Electronic Arts vice president Frank Gibeau stating in 2012 that he had not approved one game to be developed as a single-player experience.[5]
The question of the financial viability of single-player AAA games was raised following the closure of Visceral Games by Electronic Arts (EA) in October 2017. Visceral had been a studio that established itself on a strong narrative single-player focus with Dead Space, and had been working on a single-player, linear narrative Star Wars game at the time of the closure; EA announced following this that they would be taking the game in a different direction, specifically "a broader experience that allows for more variety and player agency".[6] Many commentators felt that EA made the change as they did not have confidence that a studio with an AAA-scale budget could produce a viable single-player game based on the popular Star Wars franchise. Alongside this, as well as relatively poor sales of games in the year prior that were principally AAA single-player games (Resident Evil 7, Prey, Dishonored 2, and Deus Ex: Mankind Divided) against financially successful multiplayer games and those offer a games-as-a-service model (Overwatch, Destiny 2, and Star Wars Battlefront 2), were indicators to many that the single-player model for AAA was waning.[7][8][9][10] Manveer Heir, who had left EA after finishing his gameplay design work for Mass Effect Andromeda, acknowledged that the culture within EA was against the development of single-player games, and with Visceral's closure, "that the linear single-player triple-A game at EA is dead for the time being".[11] Bethesda on December 7, 2017, decided to collaborate with Lynda Carter to launch a Public Safety Announcement to save single-player gaming.[12]
A few years later in 2021, EA was reported to have revived interest in single-player games, following the successful launch of Star Wars Jedi: Fallen Order in 2020. The company still planned on releasing live service games with multiplayer components, but began evaluating its IP catalog for more single-player titles to revive, such as a remake of the Dead Space franchise.[13] Around the same time, head of Xbox Game Studios Phil Spencer said that they still see a place for narrative-driven single-player games even though the financial drivers of the market tended to be live service games. Spencer said that developing such games with AAA-scale budgets can be risky, but with availability of services like cloud gaming and subscription services, they can gauge audience reaction to these games early on and reduce the risk involved before releases.[14]
Single-player games rely more heavily on compelling stories to draw the player into the experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily on a linear narrative. By contrast, many single-player games are built around a compelling story.[16]
While a multi-player game relies upon human-human interaction for its conflict, and often for its sense of camaraderie, a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their non-player characters in order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game's antagonists. This is typically true of role-playing games (RPGs), such as Dragon Quest and the Final Fantasy, which are primarily character-driven and have a different setting.
I stumbled upon this bit of brilliance in a recent podcast I was listening to. It is an interesting way to frame the world, and one I want to explore further. On the surface it sounds depressing and lonely, but it is a bit different.
From birth we are thrown into a world of competition and comparison. Our DNA is encoded to compete. Our genes only care about their survival and replication. That is their purpose. We are built to be competitive. This is the essence of our subconscious mind.
It should not surprise us that all of our education, both formal and informal, teaches us to compete against others. Society creates a vast array of multi-player competitive games for us; school, sports, earning money, the corporate ladder, status, mating; and it constantly reinforces the idea that these are the important games to play.
We need some of this competitive drive. Without it we would still be wandering around the grasslands, without tools, foraging for nuts, berries and shitty tasting root vegetables. In fact, the only reason you are here today is because some other bags of mostly water with a few scattered more complex molecules (your parents) out-competed others for the right to pass their genes on.
The problem is we let this survival program run rampant and unchecked. Our mind is simply out of control most of the time. We invent competitive games where they need not exist, simply because this is our default programing. Our brain needs something to do, so it does what it knows how to do. It creates suffering. Unfortunately this is a feature, not a bug.
The bigger issue though is happiness and contentment is single player. There is no one that can share in your happiness; it is all alone and in your mind. No one really cares about your happiness except you. When people do things to make you happy, it is actually a desire within them that drives this. It causes them happiness (or maybe decreased suffering).
Our internal state can change dramatically without changing anything external. The external games we play are superfluous and largely unnecessary. Meditation and mindfulness has helped me see this clearly.
All of this took less than a minute. When I resumed my work nothing had changed with respect to my external circumstance. There was still a big list of studies to look at and power through. I was no closer to walking out the door. I was just as tired and hungry. But my internal mindset was completely changed.
Contentment is always just out of grasp when we play these games, but we keep playing. We cannot stop. Maybe the outcome of the next game will be different; make us feel happy. We are always trying to win (even if we are doing so subconsciously). We want to be better than those around us. Striving to be in the top 1% of whatever is a multi-player competitive game.
The first member of the audience, a young radiologist, all but blamed the physician burnout problem on Trump. Really? I rolled my eyes so visibly that the speaker and I made uncomfortable eye contact. I suck at poker. He needs to read the blog about surviving the Trump presidency. He needs to grow up, too.
Immediately afterward, a very thoughtful mid-career radiologist gave two suggestions. The first was to take stock of the handful of cases that you make an impact every day, record them, and review them again before you leave work, to reinforce that your work has value. We all know that in many (maybe most) cases, we add little value, so celebrate the the ones where you do.
Co-operation and competition are both necessary, although the problem lies when our native programing takes over and tuns unchecked. Different cultures and genders may value different things, but we all play these games at times. Thanks for the comment.
You are quite correct in that it is difficult to wrap your mind around the concept, but I although we may be ultimately alone, we really do need other people. When we are born, suffice it to say, we would not survive very long without others becoming a part of our lives.
So many people feel this need to leave something lasting in the world, yet in a couple of generations no one will care. Getting to the root of questions like these are where we find the profound truths.
There is a lot of wisdom stored up in people that are in the twilight years of life. It is wonderful when we are able to soak up some of it at such a young age. Funny how things that seen so mundane in the moment can change the arc of our thinking throughout our lifetime.
There is no one that can share in your happiness; it is all alone and in your mind. No one really cares about your happiness except you. When people do things to make you happy, it is actually a desire within them that drives this.
I agree with you and I think we can both be correct. Life is all about relationships, and empathy is powerful. Without empathy we would all be sociopaths (in the true sense of the word, not the tongue-in-cheek was I throw it around in some of my articles).
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