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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 1️⃣ is expected throughout the course of the gaming session. A single-player game is usually a game that can only be 1️⃣ played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, 1️⃣ though the game also contains multi-player modes.[1]

Most modern console games and arcade games are designed so that they can be 1️⃣ played by a single player; although many of these games have modes that allow two or more players to play 1️⃣ (not necessarily simultaneously), very few actually require more than one player for the game to be played. The Unreal Tournament 1️⃣ series is one example of such.[2]

History [ edit ]

The earliest video games, such as Tennis for Two (1958), Spacewar! (1962), 1️⃣ and Pong (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, 1️⃣ with early titles such as Speed Race (1974)[3] and Space Invaders (1978).

The reason for this, according to Raph Koster, is 1️⃣ down to a combination of several factors: increasingly sophisticated computers and interfaces that enabled asymmetric gameplay, cooperative gameplay and story 1️⃣ delivery within a gaming framework, coupled with the fact that the majority of early games players had introverted personality types 1️⃣ (according to the Myers-Briggs personality type indicator).[4]

Although most modern games incorporate a single-player element either as the core or as 1️⃣ one of several game modes, single-player gaming is currently viewed by the video game industry as peripheral to the future 1️⃣ of gaming, with Electronic Arts vice president Frank Gibeau stating in 2012 that he had not approved one game to 1️⃣ be developed as a single-player experience.[5]

The question of the financial viability of single-player AAA games was raised following the closure 1️⃣ of Visceral Games by Electronic Arts (EA) in October 2024. Visceral had been a studio that established itself on a 1️⃣ strong narrative single-player focus with Dead Space, and had been working on a single-player, linear narrative Star Wars game at 1️⃣ the time of the closure; EA announced following this that they would be taking the game in a different direction, 1️⃣ specifically "a broader experience that allows for more variety and player agency".[6] Many commentators felt that EA made the change 1️⃣ as they did not have confidence that a studio with an AAA-scale budget could produce a viable single-player game based 1️⃣ on the popular Star Wars franchise. Alongside this, as well as relatively poor sales of games in the year prior 1️⃣ that were principally AAA single-player games (Resident Evil 7, Prey, Dishonored 2, and Deus Ex: Mankind Divided) against financially successful 1️⃣ multiplayer games and those offer a games-as-a-service model (Overwatch, Destiny 2, and Star Wars Battlefront 2), were indicators to many 1️⃣ 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 1️⃣ for Mass Effect Andromeda, acknowledged that the culture within EA was against the development of single-player games, and with Visceral's 1️⃣ closure, "that the linear single-player triple-A game at EA is dead for the time being".[11] Bethesda on December 7, 2024, 1️⃣ decided to collaborate with Lynda Carter to launch a Public Safety Announcement to save single-player gaming.[12]

A few years later in 1️⃣ 2024, EA was reported to have revived interest in single-player games, following the successful launch of Star Wars Jedi: Fallen 1️⃣ Order in 2024. The company still planned on releasing live service games with multiplayer components, but began evaluating its IP 1️⃣ catalog for more single-player titles to revive, such as a remake of the Dead Space franchise.[13] Around the same time, 1️⃣ head of Xbox Game Studios Phil Spencer said that they still see a place for narrative-driven single-player games even though 1️⃣ the financial drivers of the market tended to be live service games. Spencer said that developing such games with AAA-scale 1️⃣ budgets can be risky, but with availability of services like cloud gaming and subscription services, they can gauge audience reaction 1️⃣ to these games early on and reduce the risk involved before releases.[14]

Game elements [ edit ]

As the narrative and conflict 1️⃣ in single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain 1️⃣ 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 1️⃣ draw the player into the experience and to create a sense of investment. Humans are unpredictable, so human players - 1️⃣ allies or enemies - cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games 1️⃣ tend not to focus heavily on a linear narrative. By contrast, many single-player games are built around a compelling story.[16]

Characters 1️⃣ [ edit ]

While a multi-player game relies upon human-human interaction for its conflict, and often for its sense of camaraderie, 1️⃣ a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their non-player characters in 1️⃣ order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game's antagonists. 1️⃣ This is typically true of role-playing games (RPGs), such as Dragon Quest and the Final Fantasy, which are primarily character-driven 1️⃣ and have a different setting.

Exceptions [ edit ]

These game elements are not firm, fixed rules; single-player puzzle games such as 1️⃣ Tetris or racing games focus squarely on gameplay.

See also [ edit ]

References [ edit ]

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