PvE or PvP: Multiplayer Game Design Considerations
summary
Panelists argue that concrete choices matter: use matchmaking and a cloud like Photon 1.4B MAU to avoid rolling your own servers, design around realistic player counts (Stumble Guys sticks at 32-player Stumble Guys limit and many co-op games favor 3-player co-op focus), and bake social features that drive retention such as streamer-friendly tournament engines. Cautionary numbers: bomberman needs three real players to retain users, Crossfire hit 8M CCU once, and Landfall spiked to hundreds of thousands CCU — scaling must be planned with partners.
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chapters (10)
- 0:00Introduction
- 3:38PvE vs PvP choice
- 8:40PvE vs PvP design
- 14:24Co-op opportunities
- 17:18Multiplayer planning
- 20:10Social features
- 25:09Balancing social play
- 31:11Player limits & matchmaking
- 37:57Launch & scaling
- 42:57Closing
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