The Leaderboard: In Defense of Tacked-On Multiplayer
I have a shameful confession: I actually like “tacked-on” multiplayer modes. I delight in their mediocrity. I spend more time playing them than they deserve. Over the last five years or so, as developer after developer announced their superfluous multiplayer modes, I’ve heard your collective groans and even echoed them myself to save face with you.
“BioShock 2, Dead Space 2, Spec Ops and now Tomb Raider! When will it end?” I cried.
But secretly, I wanted them to keep on coming and, now, I’m worried that they’re falling out of fashion. 2K boldly sold BioShock: Infinite without a multiplayer mode. Other developers are trying to incorporate their multiplayer modes into the narratives of their games. Each of Halo 4’s Spartan Ops, for example, is presented as an episodic addition to the single-player campaign. And Ubisoft bends over backwards to provide narrative justification for the Assassin’s Creed multiplayer.
I’ll grudgingly admit that it would probably be good for the tacked-on multiplayer modes to go the way of the dodo. I know that they are often hollow attempts to stave off used game sales. I’m familiar with the common wisdom that less resources spent on a half-hearted multiplayer could result in a better all-around product. But I’ll miss them if they ever go away. Why? To explain myself, I have to take you (and your justifiable skepticism) on a journey back to my innocent California youth.
In the early ‘90s, my cousin Andrew and I would escape the oppressive heat of Long Beach summers by playing with our superhero action figures indoors. Throughout all of our play sessions, we never once reenacted a scene from a comic book or a movie. No traditional narrative structure could be found in our play. We didn’t solve any crimes or confront any supervillains; we just improvised. Batman, perched on a bunk bed balcony, would soulfully confess his loneliness while Spider-Man obnoxiously head-banged to heavy metal at his side.
For Andrew and me, there was a peculiar joy in wresting these characters from their contexts, in extracting them from their narrative trappings and deploying them for our own twisted purposes. We cast Batman as a hopeless romantic precisely because he was such a stoic in the comics and we transformed Spider-Man into a metalhead precisely because he’s such a winningly boyish character.
In narratology, the term diegesis describes the whole fabric of a piece of fiction: the characters, the world they inhabit, and the events that unfold within that world. But storytelling practices often make use of extradiegetic elements. Most films have soundtracks that aren’t actually playing out of speakers in the world of the film. And some books rely on headings to inform you of changes in time or location: “Washington D.C. 2014.” What Andrew and I felt as children was the curious pleasure of pulling an iconic character out of the diegesis and into a strange, improvisatory world.
Tacked-on multiplayer modes in mainstream games give me this same extradiegetic pleasure. I’m in love with the impossible strangeness of playing as Lara Croft with two other Lara Crofts beside me. And I’m delighted every time I see an ostensibly slow, plodding Big Daddy frantically running around in circles instead. I get to forget about the single-player diegesis and tinker with new configurations of characters, settings and events.