Social gaming was hot. Then it ‘died’. And now it’s hot? The fact is, video games have always been social. In the earliest era of computer games there weren’t enough CPU cycles (or CPUs at all!) for AI. Players had to move everything themselves–Steve Russell’s Spacewar being the earliest example. But just look classic coin-ops like Pong, Warlords, Sprint, etc. Same-screen multiplayer was just how things were done. Arcades in the ‘80s weren’t solely the domain of nerds–a broad spectrum of people showed up and played games together. Imagine that!
Local multiplayer ruled well into the ‘90s. Games like GoldenEye, Mario Party, and Bomberman ensured there was always something to do when you had people over your place. Yet, once Internet multiplayer hit in the early ‘00s, console games became strangely anti-social. Today when someone comes over my house and wants to play a game with me–well, it’s complicated. There really aren’t many games people can play together on the market.
That’s why Towerfall Ascension is so interesting to me. At first I thought it was yet another pixel-art indie game over promoted by Ouya due to a lack of content. After playing it with others its significance dawned on me. Finally there’s something to play with other people! It had been so long since I’d had a local multiplayer experience that it took actually playing it for me to recognize this one fact: the local multiplayer brawler may very well be where the MOBA was when DOTA was merely a Warcraft III mod.
At GDC I noticed the beginning of this trend. There were a few Towerfall clones already in progress or on the market. In fact, some similar games even shortly preceded Towerfall. Not to mention Towerfall’s release on the PS4 and Steam has been highly successful. I really think a new (old) genre is born.