Elden Ring: From asynchronous cooperative to solidarity multiplayer

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admin March 26, 2022 21 Views
Updated 2022/03/26 at 1:29 AM
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Elden Ring: From asynchronous cooperative to solidarity multiplayer
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It’s a little repetitive to start talking about elden ring But here’s what it touches: With its sales of more than 12 million copies as of March 16, FromSoftware’s game is a phenomenon that has monopolized the conversation of the digital world for a month. The work is analyzed from all angles (scenario, difficulty, gameplay, aesthetic context), but here we will explore one of the peculiarities of the whole saga spirits (which was founded by its creator, Hidetaka Miyazaki, in 2009 demon spirits) This is its multiplayer mode, a very special multiplayer. An asynchronous multiplayer.

Since video games are video games, so is the multiplayer mode. there’s nothing more to go back to the foundation Pong, in which already in 1972 two users had played its table tennis simulation. Since then, games have used this possibility to either create two or multiple players facing each other, or to collaborate over a local network to work out the plot. But then Miyazaki got caught in a blizzard.

The Japanese developer has admitted that the asynchronous way of playing it started using demon spirits and continue now elden ring This happened to him when, in the middle of a blizzard, his car couldn’t go any further. Desperate, he tried to start the engine, but it wasn’t until a stranger got out of his stalled car and pushed Miyazaki that Miyazaki was able to start it. Miyazaki couldn’t stop and thank him (the engine must have stopped), so when he started, the stranger simply disappeared. There he presented an idea that sums up the multiplier of the entire saga. spirits: Flash help from players who neither have to be in your game nor play with you.

Two early examples of cooperative multiplayer: from left, 'Fire Truck' (1978) and 'Pong Doubles' (1973).
Two early examples of cooperative multiplayer: from left, ‘Fire Truck’ (1978) and ‘Pong Doubles’ (1973).

Located at two ends of the world, alerting you about traps or shortcuts via messages on the ground, or helping you take down a tough enemy through occasional invasions by other players in your world Two players can suddenly cooperate with each other. Yes. Examples of this asynchronous gameplay we’ve seen recently in games like this death stranding (2019) by Hideo Kojima. Also, in recent years we have had examples of games designed to do away with collaboration, such as Solution (2018) or outstanding and recent it takes two (2021), which refined the opening formula Arcade fire brigade1978. FromIn which two players assisted in running the fire engine. In 2011, another great game developed Multiplayer Terrain, Minecraft, its scenarios are literally created between multiple users. What, in fact, to do with one of the biggest cooperative frenzy going on right now (for the past few years) Minecraft, Digital reconstruction of the Earth on a 1:1 scale, a pharaonic project Which has more than 14,000 associates and who probably deserve to be visible in a public institution. Or, if we get the conceptual, in Arco.

However, in recent times, the movement that has crystallized the most of collective solidarity has occurred in traditional multiplayer games. Epic Games, the company behind Ubiquitous fortnitemost famous battle Royale Today, published a surprising statement last sunday on your website: “Epic will allocate all profits fortnite In the form of humanitarian aid to those affected by the war in Ukraine corresponding to the period between March 20, 2022 and April 3, 2022. The money will be injected into organizations that provide emergency aid to refugees ranging from food to legal aid, and the move has been unanimously welcomed by the community. gamer, In the first 24 hours, $36 million was received, a figure that had risen to 50 million already this Wednesday.

Solidarity as a humanistic value is something that art has always advocated. Perhaps the new law that requires Spanish video games to be protected in the same way that books and movies were done is another step towards considering video games: a fundamental part of the cultural ecosystem. Multiplayer products, digital legal deposits, help in cooperative mode, virtual cooperation that translates into physical help for a very real war. New generations, with new tools, find their own ways of transmitting the same problems and desires of past centuries. That is, although sometimes we do not experience it, the world moves on.

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