this post was submitted on 13 Oct 2023
11 points (100.0% liked)
Gaming
9 readers
1 users here now
founded 2 years ago
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Doom did have networking, using IPX. You had to start the game with a parameter from the DOS commandline. Like Quake, the maps had special player spawn points & items for deathmatch too. The term "deathmatch" was coined by the Doom game mode.
However, there was no frame interpolation in the original Doom, instead, there might be a latency in the inputs. The game state only advances when all players have sent an update for that "tic" (1/35 of a second), so the game might be laggy for everyone if the connection from one of the players is slow.
But multiplayer back then was mostly for LAN parties. At least in my area. I didn't even have an internet connection at that time, personally. In fact, even during the Quake age, I was only able to play on LAN... and I still liked coop better.
Yes, what I meant is that cheating becomes irrelevant in coop, not that it doesn't exist.
If a game has an economy that makes some players richer than others (like say.. in many MMOs), and you actually care a lot about being rich in that universe, then it'd starts being more of a competitive thing and less about coop... a game can be competitive and be PvE.
Even singleplayer games can be competitive if you make it about beating your friend's "score" or speed.. almost anything is susceptible to speedrunning.
I guess the question on coop vs competitive is more about what are the goals of the players. If people play games to have a fun time, or if it's because they want to have some way to prove themselves they are good at something :P
Ah, some good insight into Doom's networking.
Absolutely, the goal of the player is mutable, and thus really anything, even co-op games, becomes competitive with the right player mindset. I feel like even with co-op that mindset can affect almost any game.