Transistor Will Have Multiplayer Features
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(The combat maybe could work in multiplayer, but I don't see this game having deathmatch arenas or whatever. I think I can say that pretty safely,) Kasavin explained.
So then, how will Transistor's circuitry scrambling antics take advantage of our pitiful, modern Internet? Well, honestly, you might not even notice at least, at first.
(Something we're more interested in is a sense of feeling connected to other people who are playing in a subtle way,) Kasavin said. (You can still have your personal experience around the story, but you always know you belong in a larger [world]. For example, players can sometimes see traces of other players' paths moving around. Things of that nature. What's interesting to us about this world is that it lends itself to some interesting things like that.)
As a bit of an aside, in the article Greg Kasavin, Supergiant's creative director, also explains that Bastion was originally planned to feature co-op, but that it was ditched for narrative reasons:
(We actually prototyped co-op in Bastion, and we cut it because [it just didn't fit],) he admitted. (Traditionally, we agree that co-op is probably the most enjoyable way to play action-RPGs with 1-3 other people. But we found it to be quite at odds with our narrative goals. When we had three people running around in Bastion, they just started goofing off and messing up the narration.)