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Video game that permits only one player
A single-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]
History [ edit ]
The earliest video games, such as Tennis for Two (1958), Spacewar! (1962), 🌝 and Pong (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, 🌝 with early titles such as Speed Race (1974)[3] and Space Invaders (1978).
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 2024. 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, 2024, 🌝 decided to collaborate with Lynda Carter to launch a Public Safety Announcement to save single-player gaming.[12]
A few years later in 🌝 2024, EA was reported to have revived interest in single-player games, following the successful launch of Star Wars Jedi: Fallen 🌝 Order in 2024. 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]
Game elements [ edit ]
As the narrative and conflict 🌝 in single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain 🌝 gaming experiences that are typically absent—or de-emphasised—in multiplayer games.[15]
Story [ edit ]
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]
Characters 🌝 [ edit ]
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.
Exceptions [ edit ]
These game elements are not firm, fixed rules; single-player puzzle games such as 🌝 Tetris or racing games focus squarely on gameplay.
See also [ edit ]
References [ edit ]
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Pacers Empata la Serie contra los Knicks en el Juego 6
Pascal Siakam anotó 25 puntos y capturó siete rebotes, Myles 🌝 Turner agregó 17 puntos y ocho rebotes, y los Indiana Pacers igualaron la serie en la Conferencia Este al derrotar 🌝 a los New York Knicks 116-103 el viernes por la noche.
El decisivo Juego 7 se jugará el domingo en el 🌝 Madison Square Garden.
Indiana Iguala el Juego
Los Pacers ingresaron al juego decididos a igualar la intensidad y el estilo de rebote 🌝 físico de Nueva York después de una derrota por 30 puntos en el Juego 5. Indiana superó a Nueva York 🌝 44-37 en rebotes y incluso mantuvo una ligera ventaja de 14-13 en la ofensiva después de ser dominados en el 🌝 tablero en el Juego 5.
Haliburton y Nembhard Brillan
Tyrese Haliburton y Andrew Nembhard anotaron 15 puntos cada uno, con Nemhard capturando 🌝 seis rebotes y repartiendo seis asistencias mientras los Pacers mantenían su récord perfecto de postemporada en casa en 6-0. Haliburton 🌝 repartió nueve asistencias.
Knicks Sin Suerte
Jalen Brunson lideró una vez más a los Knicks, que sufrieron una grave escasez de jugadores, 🌝 anotando 31 puntos con 11 de 26 tiros, después de fallar sus últimos 11 disparos en la primera mitad. Deuce 🌝 McBride agregó 20 puntos y Donte DiVincenzo tuvo 17, pero Josh Hart abandonó el juego en el cuarto con lo 🌝 que los Knicks describieron como dolor abdominal.
Regreso a Casa
Los Knicks han perdido nueve juegos de playoffs seguidos en Indiana, pero 🌝 ahora regresan al jardín, donde han jugado significativamente mejor.
Pacers se Adelantan
Los Pacers no tardaron en mostrar que este juego sería 🌝 diferente. Superaron a Nueva York al principio, recogiendo balones sueltos y convirtiéndolos rápidamente en puntos rápidos mientras tomaban una ventaja 🌝 de 42-41 en el segundo triple de Haliburton del juego. La carrera subsiguiente de 16-7 ayudó a los Pacers a 🌝 tomar una ventaja de 61-48 al medio tiempo y nunca volvieron a caer atrás.
Brunson Responde
Brunson respondió en la segunda mitad, 🌝 acercando a los Knicks a 61-56 después de anotar dos canastas y un tiro libre.
Haliburton y Nembhard Responden
Pero Nembhard y 🌝 Haliburton respondieron con triples consecutivos para reconstruir una ventaja de 11 puntos, y los Knicks nunca volvieron a ser realmente 🌝 competitivos.
Tercera Victoria Consecutiva por Doble Dígitos
Fue el tercer juego consecutivo decidido por una ventaja de dos dígitos después de que 🌝 los primeros tres fueran de un solo punto.
Knicks Sin Jugadores Clave
Nueva York una vez más jugó sin cuatro jugadores clave 🌝 debido a las lesiones: los delanteros OG Anunoby, Bojan Bogdanovic y Julius Randle, y el centro suplente Mitchell Robinson. Solo 🌝 Anunoby, quien se lesionó el isquiotibial izquierdo en la segunda mitad del Juego 2 y no ha jugado desde entonces, 🌝 parece tener una posibilidad de regresar el domingo.
Thibodeau Optimista
El entrenador en jefe Tom Thibodeau dijo que Anunoby continúa haciendo "trabajo 🌝 ligero" mientras intenta recuperarse.
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