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A Multiplayer Game Isn't Much Fun Without Multiple Players

Less than a month after launch, Gun Monkeys needs to attract more people willing to blow each other up. Designer Dan Marshall explains his price drop and buy one, get one free experiment.

Make a good game? Check. Make your money back on the game? Check. That’s a success, right?

Matches in Gun Monkeys take just a few minutes to resolve themselves. One monkey enters, one monkey leaves.
Matches in Gun Monkeys take just a few minutes to resolve themselves. One monkey enters, one monkey leaves.

Gun Monkeys, a wicked fast one-on-one multiplayer action game with procedurally generated levels, comes from Size Five Games and was released on June 28 for $10. It’s received good reviews, players who try it seem to like it, and my time spent with it produced a thumbs up. Starting yesterday, though, it’s $5.99, and one purchase nets you a second copy, an offer retroactive to day one.

Turns out, there’s a good reason for that.

“So, Gun Monkeys needs players in order to play it,” said designer Dan Marshall, as he broke the news to his community. “You need other people milling around. At times, the servers are quite busy, you can quite happily play for hours. At other times, they’re dead, because everyone who owns a copy of Gun Monkeys is at work or at school or sleeping or playing Rogue Legacy. You have to sell HYPER-LOTS of copies in order for the servers to have anyone in them, triply so if you’re trying to get a game at 4am. This is a fact I now know that I didn’t really appreciate before.”

I tried to find a match at 6 p.m. CST, right around the time you’d think people would be hopping on and hanging out, and it took a good 15 minutes before I was able to get anything going.

While this isn’t the first multiplayer game Marshall has created--Gun Monkeys is actually a remake of his first game, Gibbage, from way back in 2006--he didn’t anticipate some curve balls. Given his pedigree as a designer, one well-known for the humorous adventure games Ben There, Dan That! and Time Gentlemen, Please!, he was surprised at how many people simply balked at the idea of sitting down and playing a multiplayer-only game for any segment of time.

“No matter how good the reviews were, it felt like people just had this reluctance to try it,” he said to me over email. “Which is odd, I wasn’t expecting multiplayer to be such a barrier anymore...”

Real talk: I know what kind of players he’s talking about. I’m not a multiplayer person, so even though I’m a fan of Marshall’s previous work, Gun Monkeys flew under my radar. By design, multiplayer requires more than yourself to have fun, which isn’t the case in, say, Rogue Legacy. Relying on others may have generated enough friction to cause Gun Monkeys serious problems.

“It's not so much resistance,” he said to me later. “I'm projecting on to people here totally, but to me it feels like maybe there's an added barrier with multiplayer games, an added level of setup that makes it just that bit more bother. I trimmed all that out as much as I could, you can be in a game in seconds, and because the levels are procedurally generated there's no arguments over which map or to play or whether or not everyone gets jet packs, or which variant you're playing. Its a surprise for everyone, BAM here's your lot, deal with it. But I guess there's no knowing that until you've played it. But yeah, it definitely feels, to me at least, like there's been a reluctance to get involved, and hopefully the change in price helps stop that.”

"Fuck it, let’s see what happens. The people who have bought the game and are enjoying it deserve for it to have a bigger audience so they can play more."

The game does not feature a single-player component of any kind, nor can players spend their time practicing against A.I. opponents. That request is a common comment he hears from players. If including bots was as simple as clicking a checkbox, he probably would have done it.

“'You should add bots' is the one I get,” he said. “As though adding AI to procedurally-generated levels is just a completely trivial thing! And yeah, goes completely against the core design, the very ethos of the game, which is this amazing, fraught, 1-on-1 experience you share with another person. Playing against a bot, no matter how lifelike, just doesn’t cut it. It’s a shared experience, that’s what makes Gun Monkeys magic, when someone catches you with a crafty bombs and a very rude word slips out of your mouth...there’s no replicating that offline!”

The lack of more things to do when another player around may remain a legitimate complaint for players, but without the option to build anything in a reasonable amount of time, Marshall was forced to examine the more realistic choices on front of him. The idea of letting down the players who did take a risk on his game seemed worse than holding steady and hoping for the best. Dropping the game’s price to nearly half its original asking cost was not a move he made lightly.

“So, I just did it,” he said. “Fuck it, let’s see what happens. The people who have bought the game and are enjoying it deserve for it to have a bigger audience so they can play more. It’s one of the magical things about being an indie dev: I’m making all this up as I go along, and I can make potentially-stupid decisions on a whim like that. I have no idea how it’ll turn out, isn’t it exciting?”

Shockingly, Marshall told me he's probably going to make a single-player game after this.

Patrick Klepek on Google+

60 Comments

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Killaclause

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Edited By Killaclause

I have been playing this for a little bit now too and it is hard to get a game. Every time I play I think it is a lot of fun but waiting in-between for a game or playing the same person over and over gets a little old.

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jacobgray

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Edited By jacobgray

I'm one of those people that finds absolutely no value in PVP games. My work life is stressful enough, and most of the time I play games to relax. Anything "multiplayer-only" is a non-starter, as I don't need the stress of a deathmatch game, and I can only sometimes find fun in co-op games, as I generally don't want to have to rely on other people to make a game fun. When I want interaction with friends, that's what real life is for.

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HockeyJohnston

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I pretty much exclusively play multiplayer games. But a player population that hasn't hit critical mass (Showdown Effect, Worms, etc.) can be a hassle to deal with. F2P in the DotA2 vein is the way to go.

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AURON570

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Edited By AURON570

Or... they could go free to play and add hats... #kappa

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cassus

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See? This is why indie devs are loved, and why big companies are shunned like an Ewok with AIDS.

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Trilogy

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Edited By Trilogy

I've never even heard or seen this this game before until this article. Maybe that's a part of the problem?

Either way, I think it's a pretty cool strategy to give a copy of the game away with every purchase. A lot of my friends have been handing me steam copies of recent 4 packs of multiplayer games that they've purchased. (natural selection 2, worms, castle crashers, ect). There's something to the whole "geting a pack of games and handing them out to my friends" thing. I think it's a good way to spread word about your game. People like me are more likely to play a game if I'm playing it with some buddies.

Multiplayer is awesome!

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Xander

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I feel like if Towerfall was released on PC, this is what would have happened. Instead it was released on the Ouya. This is where Ouya shines, I think. Local multiplayer. Towerfall has made a name for itself because of this.

Now when Towerfall hits the PC, it will already have a community of fans required to make a multiplayer game successful.

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djou

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After reading this article I was curious enough to buy a copy, especially since I could give the extra code away to a friend who enjoys these types of games.

I can confirm that nobody plays this game. I've tried many times to find a match (different times of day and days of the week) and nothing. The Steam chat group is barren and my friend, a casual gamer, hasn't found the time to set up a match.

This game looks fun but the game design logic is flawed in so many ways that I regret my purchase. The game doesn't have controller support, something this style of frenetic platformer needs. I would also argue with the game devs assertion that he couldn't put in practice matches. I don't need my practice match to be procedurally generated, just an example map with bots would be fine. Maybe that would mean programming bot AI, but you need to teach people the game, right now it doesn't even have a tutorial. At this point I've had it a week and don't know how to play it and haven't seen it in action outside of web videos.

I don't know if this type of game has a life on its own. It would be much more appropriate in some type of Sportfriends anthology package.

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Enigma_2099

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So the only mode available is multiplayer? Hmmm... maybe you shouldn't have solely focused on it.

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noibn

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I was one of the early adopters who paid full price and tried playing when absolutely no one else was ever online... I'm not complaining, I'm just saying that because of that experience, I completely understand why he did this, and I commend him for it. It's exactly what was needed in order for Gun Monkeys to have any chance whatsoever of being successful (as a game, not financially). I haven't played the game in a while, but hopefully it is now doing better due to the changes, because it had potential.

My main issue is that even with this price drop, I think the price is still too high. There just isn't enough to the game to justify anything higher than that, and it kind of gets old pretty quickly regardless. The price should be under $5 and come with an extra copy, or at the very least should have some type of single player component. Just my opinion.