TowerFall Ascension creator discusses local multiplayer-only approach

TowerFall Ascension creator Matt Thorson speaks to the virtues of the game's local multiplayer-only approach, talking about how it leads to more personal interactions with others.

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If you could comprise an FAQ for TowerFall Ascension and its creator, the question most likely to be at the top of the list is, "Hey, Matt Thorson, why no online multiplayer?" The answer, according to Thorson, is that local multiplayer is simply a more personal experience.

"Local multiplayer is just a great way to bring people together," Thorson told PlayStation.Blog. "These games can allow players to express themselves socially through play, and get to know each other by interacting in the game. And those interactions can bleed into the real world. It's really simple, but so powerful. Being local rather than online makes those interactions even more personal — these are actual people sitting right next to you, not a vague representation of a person somewhere else in the world. The energy in the room is a big part of TowerFall."

There's certainly a lot of fun to be had in a local four-player game of TowerFall's 'Versus' mode. Even going back to the game's Ouya days, the game proved to be a competitive experience, with the potential for tense showdowns and genuine laughs. Thorson likens it to another local multiplayer favorite from the past: Super Smash Bros. Melee.

"I’ve played thousands of hours of [Super Smash Bros. Melee], and studied every aspect of it. TowerFall draws inspiration from a lot of places, but the influence from Melee is most apparent once you know to look for it. Unlike Smash Bros., I designed TowerFall with the hope that it would develop a hardcore player community, but I wanted to capture the same pick-up-and-play instant fun, the focus on spatial positioning, and dramatic kills."

TowerFall Ascension is available now on PlayStation 4 and on PC through Steam.

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Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?

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  • reply
    March 15, 2014 4:00 PM

    Ozzie Mejia posted a new article, TowerFall Ascension creator discusses local multiplayer-only approach.

    TowerFall Ascension creator Matt Thorson speaks to the virtues of the game's local multiplayer-only approach, talking about how it leads to more personal interactions with others.

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      March 15, 2014 6:41 PM

      I had a friend visiting from out of town last week and we put 25 hours into this game.

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      March 15, 2014 8:29 PM

      He makes it sound like you can't have online and local multiplayer in the same game. Why not come out with the real reason instead of spouting garbage about "personal interactions".

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        March 15, 2014 10:44 PM

        it's the indie equivalent of 'synergy'

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        March 15, 2014 11:03 PM

        He wanted to focus on local multiplayer. it's not like this kind of game is a hit online.

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          March 15, 2014 11:05 PM

          Yeah. Does anyone play Smash Bros online?

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            March 15, 2014 11:22 PM

            I played Brawl locally and online and he's absolutely right. There's something more fun about playing a game like this with people next to you. And you never have to worry about things like lag or rubber-banding when playing on the couch.

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              March 16, 2014 6:09 AM

              Right, but the answer there is "it's hard to write good netcode especially if you're a small indie" and not "my artistic vision was to create an interactive experience that could only be enjoyed with all participants in the same meatspace".

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                March 16, 2014 6:21 AM

                Maybe that was his artistic vision? The technical factors possibly play a role too, but he doesn't have to list out every single reason for every single decision. "Oh yeah, that pixel is green, because I like the colour green, because i like peas, I like peas because it reminds me of my child hood picking pea pods with my grand father, I miss my grandfather because he was kind to me as a child. He was kind to me as a child because he was the father of my mother..."

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                  March 16, 2014 7:10 AM

                  Yes, shame on me for expecting some detail on multiplayer in an interview about a multiplayer game.

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                March 16, 2014 11:18 AM

                What's the difference? If your artistic vision ends up being a game that mechanically wouldn't work well over the internet, what are your options other than to release it as-is or to change the mechanics to be more gooey and lag resistant?

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            March 16, 2014 11:20 AM

            No. But most of that has to do with Nintendo's horrible online service. If it were done properly, a lot of people would play online.

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      March 15, 2014 10:30 PM

      I don't like the title of the game

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      March 16, 2014 9:48 AM

      Local multiplayer is just a great way to bring people together
      Yeah? Well online multiplayer is the only way to bring him and my money together.

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      March 16, 2014 11:22 AM

      because I want to have 3 friends and myself crammed in front of a 24 inch pc monitor to play a game....

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      March 16, 2014 11:40 AM

      I'm not going to go into the details, but without online, multiplayer isn't possible in my current living situation. That's my reality, and without that, this game is not worth investing in for me. It's too bad, but I don't begrudge others who can have friends over regularly and play it locally. Maybe they'll consider adding online into Towerfall 2.

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