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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'' are [[FirstPersonShooter First-Person Shooters]] that always have a team of four; players can join or drop out during the level, with [[ManualLeaderAIParty bots]] replacing any missing humans.
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In most video games, multiplayer is a matter of choosing the number of players at the start, and then getting a game going. This can be a problem if someone wants to join later. For example, have you ever been playing a game alone that you and your sibling both enjoy, when they suddenly walk into the room and want to play too?

to:

In most video games, multiplayer is a matter of choosing the number of players at the start, and then getting a game going. This can be a problem if someone wants to join later. For example, have you ever been playing a game alone that you and when your sibling both enjoy, when they suddenly walk walks into the room and want wants to play too?
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* ''VideoGame/DeepRockGalactic'' lets players join other players mid-mission. In this case, the "drop-in" is literal; the joining player arrives in a personal drop pod that drills through the cave ceiling and lands next to the rest of the team.
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In most video games, multiplayer is a matter of choosing the number of players at the start, and then getting a game going. This can be a problem if someone wants to join later. Have you ever been playing a game alone that you and your sibling both enjoy, when they suddenly walk into the room and want to play too?

The solution to that problem is Drop-In-Drop-Out Multiplayer. The ability to join at any time, and just as crucial, the ability to leave at any time (which helps you avoid that annoying problem where your younger brother suddenly doesn't want to play anymore, leaving with a second character just standing there). These titles have no real distinction between single and multiple-player games, since those initiated as one type can easily turn into the other and back.

This solves more than just the sibling problem – it's also is what makes games with large player limits practical. The GameLobby system, which requires players to get together ahead of time in a group and start the game all at once, would simply never allow for such games to happen by itself.

to:

In most video games, multiplayer is a matter of choosing the number of players at the start, and then getting a game going. This can be a problem if someone wants to join later. Have For example, have you ever been playing a game alone that you and your sibling both enjoy, when they suddenly walk into the room and want to play too?

The solution to that problem is Drop-In-Drop-Out Multiplayer. The ability to join at any time, and just as crucial, the ability to leave at any time (which helps you avoid that annoying problem where your younger brother little sibling suddenly doesn't want to play anymore, leaving you with a second character just standing there). These titles have no real distinction between single and multiple-player games, since those initiated as one type can easily turn into the other and back.

This solves more than just the sibling problem -- it's also is what makes games with large player limits practical. The GameLobby system, which requires players to get together ahead of time in a group and start the game all at once, would simply never allow for such games to happen by itself.
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* In online versions of ''VideoGame/EverybodyEdits'', players can join and leave levels at any time as long as they're public.

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%%% This page has been alphabetized. Please add new examples in the correct order.
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* ''[[VideoGame/{{Civilization}} Civilization 4]]'' had this, though it was a real pain coming into an AI civ where you didn't know where all your units were and had to immediately fortify them all.
* ''VideoGame/DanceCentral'': In the second, third, and fourth games, a second player can join in or drop out at any time by standing in front of (or moving out of the way of) the Kinect.
* ''VideoGame/DarkSouls'' gives players the option to briefly pop into another player's world as a phantom, either to assist them (which lasts until either the phantom leaves, the player defeats the boss of the area they're in, or either of them dies) or to invade and kill them. The brief nature of these excursions means players don't have to devote a large chunk of time to the multiplayer aspect. On the downside, it also means the game [[BladderOfSteel has no pause function]].



* ''VideoGame/Left4Dead'' has four characters at all times, regardless of number of players. Joining the game means controlling one of them, leaving means switching them back to AI control.
* A lobby host in ''VideoGame/PAYDAY2'' can allow or disallow both this (the drop-in part, at least) ''and'' [[VideoGameAI AI-controlled]] allies.
* The ''VideoGame/{{Lego Adaptation Game}}s'' do this. They typically have a second character following the first player around, and any player who joins instantly takes control of the second character. Quitting the game means that character becomes AI-controlled again.

to:

* ''VideoGame/Left4Dead'' has four ''VideoGame/DragonsCrown'', being a GenreThrowback to the HighFantasy BeatEmUp arcade games of old, naturally employs this. You could even set it so that AI-controlled characters at all times, regardless of number of players. Joining the game means controlling one of them, leaving means switching them back to AI control.
* A lobby host in ''VideoGame/PAYDAY2'' can allow or disallow both this (the drop-in part, at least) ''and'' [[VideoGameAI AI-controlled]] allies.
could randomly join during a dungeon crawl if there's still an available player slot.
* The ''VideoGame/{{Lego Adaptation Game}}s'' do this. They typically have a second character following ''VideoGame/FortuneStreet'' has the first "Out To Lunch" option, where a player around, can take a break from playing and any a computer AI will take over until the player who joins instantly takes control of opts back in. Notably, earning points allows you to purchase personality traits and roles to assign to your Mii that also determine the second character. Quitting the AI's general strategy. This is an unusual form of drop-in, drop-out in which existing players can leave and return, as opposed to new players joining.
* ''VideoGame/GearsOfWar'' didn't have this at all. ''2'' added it to campaign co-op (with a bot replacing Dom). ''3'' added it to campaign co-op (with bots replacing your other 3 party members) as well as versus multiplayer. It is also possible to join a Beast or Horde
game means that character becomes AI-controlled again.mid-stream, but it requires joining a friend's game through the X-Box menu.



* ''VideoGame/RockBand 3'' introduced the ability for players to drop in/drop out at anytime, even during mid-song.
* Playing as Sonic and Tails in ''VideoGame/SonicTheHedgehog2'' or ''VideoGame/Sonic3AndKnuckles'', a player could grab the second game pad at any point to control Tails, while if there wasn't any input for about 30 seconds, the game will start controlling Tails again.

to:

* ''VideoGame/RockBand 3'' introduced the ability for ''VideoGame/KirbysReturnToDreamLand'' allows players to drop in/drop in and out at anytime, even during mid-song.
* Playing as Sonic
levels. They can simply press the + button to join, or push and Tails in ''VideoGame/SonicTheHedgehog2'' or ''VideoGame/Sonic3AndKnuckles'', a player could grab hold the second game pad at any point - button to control Tails, while if there wasn't any input for about 30 seconds, the game will start controlling Tails again.drop out.



* ''VideoGame/{{Sword of the Stars}}'' even allows players dropping out to leave the AI some basic instructions on how to run their empire and password lock their slot, in case they intend to come back and retake command later.

to:

* ''VideoGame/{{Sword ''VideoGame/Left4Dead'' has four characters at all times, regardless of number of players. Joining the game means controlling one of them, leaving means switching them back to AI control.
* The ''VideoGame/{{Lego Adaptation Game}}s'' do this. They typically have a second character following the first player around, and any player who joins instantly takes control
of the Stars}}'' even allows second character. Quitting the game means that character becomes AI-controlled again.
* If a local player turns on a controller in ''VideoGame/LittleBigPlanet'', the game asks them what account they want to log in as, and once they pick, they spawn out of the next checkpoint. Online
players dropping out asking to joins prompts the game to ask if you want them to join, using Triangle for yes and Circle for no. Local players can turn off their controller, and their Sackboy will sit down and leave the AI some basic instructions on how to run their empire and password lock their slot, in case they intend to come back and retake command later.game after about 10 seconds. Online players can just leave, or be kicked if you so desire.



* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' allows players to enter a match at any point. The progression-based gameplay means that a player joining halfway through the (usually 30 to 80 minutes) game may have to fight heavy battlemechs while in a basic light mech, but the ComebackMechanic introduced in the [[ScrewedByTheLawyers final update]] and players giving money to each other can get someone up to speed quickly.



* One of the biggest overhauls new to ''VideoGame/MonsterHunterWorld'', the fifth entry in the ''Monster Hunter'' series, is the addition of the SOS Flare system. If you're having trouble against a tough monster, send out an SOS Flare to invite other players into your quest.



* ''VideoGame/KirbysReturnToDreamLand'' allows players to drop in and out during levels. They can simply press the + button to join, or push and hold the - button to drop out.

to:

* ''VideoGame/KirbysReturnToDreamLand'' Normally played straight in ''VideoGame/{{Overwatch}}'', but averted in Competitive Mode, where players that leave, voluntarily or otherwise, cannot be substituted. If the cause is a disconnect, they have 30 seconds to reconnect before they're booted from the match altogether, and even then they can only reconnect up to two times. Additionally, if they don't come back, players are allowed to leave with a loss but without quit penalties, as a team that's down by one (out of six) is probably going to lose anyway.
* A lobby host in ''VideoGame/PAYDAY2'' can allow or disallow both this (the drop-in part, at least) ''and'' [[VideoGameAI AI-controlled]] allies.
* ''VideoGame/RockBand 3'' introduced the ability for players to drop in/drop out at anytime, even during mid-song.
* ''VideoGame/SinAndPunishmentStarSuccessor'', after a fashion. Since Player 2 is simply an on-screen cursor and cannot take damage, and there is no MultiplayerDifficultySpike, the second player can stop playing at any time without worrying about causing serious problems for the first player.
* Playing as Sonic and Tails in ''VideoGame/SonicTheHedgehog2'' or ''VideoGame/Sonic3AndKnuckles'', a player could grab the second game pad at any point to control Tails, while if there wasn't any input for about 30 seconds, the game will start controlling Tails again.
* ''Videogame/StarRuler'' and ''Videogame/StarRuler2'' allow players to take over AI empires. If a player drops out, the AI takes over, but the player can return and take over the AI's control.
* ''VideoGame/{{Sword of the Stars}}'' even allows players dropping out to leave the AI some basic instructions on how to run their empire and password lock their slot, in case they intend to come back and retake command later.
* The ''VideoGame/TalesSeries'' usually enables this. Pause the game to set player 2 as controllable, then play. If you so choose, you can even make every character controlled by the AI.
* ''VideoGame/TeamFortress2'':
allows players to drop in come and out during levels. They go; some servers will even populate "empty" slots with AI bots so that even a handful of humans can simply press still play a (somewhat) meaningful round. In addition, an autobalance and team scramble system is kept in place so that no one team is ever severely handicapped by mass quitting or one side repeatedly curb-stomping the + button to join, other. Some servers disable one or push and hold both of these aforementioned systems, which plays hell with game balance as one side is left with only 4 or 5 players while the - button other has 12 or more, leading to drop out.a curbstomp battle with no one wanting to join the losing side.



* ''[[VideoGame/{{Civilization}} Civilization 4]]'' had this, though it was a real pain coming into an AI civ where you didn't know where all your units were and had to immediately fortify them all.
* ''VideoGame/TeamFortress2'': allows players to come and go; some servers will even populate "empty" slots with AI bots so that even a handful of humans can still play a (somewhat) meaningful round. In addition, an autobalance and team scramble system is kept in place so that no one team is ever severely handicapped by mass quitting or one side repeatedly curb-stomping the other. Some servers disable one or both of these aforementioned systems, which plays hell with game balance as one side is left with only 4 or 5 players while the other has 12 or more, leading to a curbstomp battle with no one wanting to join the losing side.
* ''VideoGame/FortuneStreet'' has the "Out To Lunch" option, where a player can take a break from playing and a computer AI will take over until the player opts back in. Notably, earning points allows you to purchase personality traits and roles to assign to your Mii that also determine the AI's general strategy. This is an unusual form of drop-in, drop-out in which existing players can leave and return, as opposed to new players joining.
* ''VideoGame/GearsOfWar'' didn't have this at all. ''2'' added it to campaign co-op (with a bot replacing Dom). ''3'' added it to campaign co-op (with bots replacing your other 3 party members) as well as versus multiplayer. It is also possible to join a Beast or Horde game mid-stream, but it requires joining a friend's game through the X-Box menu.
* The ''VideoGame/TalesSeries'' usually enables this. Pause the game to set player 2 as controllable, then play. If you so choose, you can even make every character controlled by the AI.
* ''VideoGame/SinAndPunishmentStarSuccessor'', after a fashion. Since Player 2 is simply an on-screen cursor and cannot take damage, and there is no MultiplayerDifficultySpike, the second player can stop playing at any time without worrying about causing serious problems for the first player.
* ''VideoGame/DarkSouls'' gives players the option to briefly pop into another player's world as a phantom, either to assist them (which lasts until either the phantom leaves, the player defeats the boss of the area they're in, or either of them dies) or to invade and kill them. The brief nature of these excursions means players don't have to devote a large chunk of time to the multiplayer aspect. On the downside, it also means the game [[BladderOfSteel has no pause function]].
* ''Videogame/StarRuler'' and ''Videogame/StarRuler2'' allow players to take over AI empires. If a player drops out, the AI takes over, but the player can return and take over the AI's control.
* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' allows players to enter a match at any point. The progression-based gameplay means that a player joining halfway through the (usually 30 to 80 minutes) game may have to fight heavy battlemechs while in a basic light mech, but the ComebackMechanic introduced in the [[ScrewedByTheLawyers final update]] and players giving money to each other can get someone up to speed quickly.
* ''VideoGame/DragonsCrown'', being a GenreThrowback to the HighFantasy BeatEmUp arcade games of old, naturally employs this. You could even set it so that AI-controlled characters could randomly join during a dungeon crawl if there's still an available player slot.
* If a local player turns on a controller in ''VideoGame/LittleBigPlanet'', the game asks them what account they want to log in as, and once they pick, they spawn out of the next checkpoint. Online players asking to joins prompts the game to ask if you want them to join, using Triangle for yes and Circle for no. Local players can turn off their controller, and their Sackboy will sit down and leave the game after about 10 seconds. Online players can just leave, or be kicked if you so desire.
* Normally played straight in ''VideoGame/{{Overwatch}}'', but averted in Competitive Mode, where players that leave, voluntarily or otherwise, cannot be substituted. If the cause is a disconnect, they have 30 seconds to reconnect before they're booted from the match altogether, and even then they can only reconnect up to two times. Additionally, if they don't come back, players are allowed to leave with a loss but without quit penalties, as a team that's down by one (out of six) is probably going to lose anyway.
* One of the biggest overhauls new to ''VideoGame/MonsterHunterWorld'', the fifth entry in the ''Monster Hunter'' series, is the addition of the SOS Flare system. If you're having trouble against a tough monster, send out an SOS Flare to invite other players into your quest.
Is there an issue? Send a MessageReason:
None


In most video games, multiplayer is a matter of choosing the number of players at the start, and then getting a game going. This can be a problem if someone wants to join later. Ever have that situation where you're playing a game alone that you and your sibling both enjoy, then suddenly s/he walks into the room and wants to play?

to:

In most video games, multiplayer is a matter of choosing the number of players at the start, and then getting a game going. This can be a problem if someone wants to join later. Ever have that situation where you're Have you ever been playing a game alone that you and your sibling both enjoy, then when they suddenly s/he walks walk into the room and wants want to play?
play too?
Is there an issue? Send a MessageReason:
None


[[caption-width-right:"Come on, Blue Toad! We don't have all day."]]

to:

[[caption-width-right:"Come [[caption-width-right:350:"Come on, Blue Toad! We don't have all day."]]
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[[caption-width-right:"Come on, Blue Toad! We don't have all day."

to:

[[caption-width-right:"Come on, Blue Toad! We don't have all day.""]]
Is there an issue? Send a MessageReason:
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to:

[[caption-width-right:"Come on, Blue Toad! We don't have all day."
Is there an issue? Send a MessageReason:
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* ''[[VideoGame/FortuneStreet]]'' has the "Out To Lunch" option, where a player can take a break from playing and a computer AI will take over until the player opts back in. Notably, earning points allows you to purchase personality traits and roles to assign to your Mii that also determine the AI's general strategy. This is an unusual form of drop-in, drop-out in which existing players can leave and return, as opposed to new players joining.

to:

* ''[[VideoGame/FortuneStreet]]'' ''VideoGame/FortuneStreet'' has the "Out To Lunch" option, where a player can take a break from playing and a computer AI will take over until the player opts back in. Notably, earning points allows you to purchase personality traits and roles to assign to your Mii that also determine the AI's general strategy. This is an unusual form of drop-in, drop-out in which existing players can leave and return, as opposed to new players joining.
Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/ItadakiStreet Fortune Street]]'' has the "Out To Lunch" option, where a player can take a break from playing and a computer AI will take over until the player opts back in. Notably, earning points allows you to purchase personality traits and roles to assign to your Mii that also determine the AI's general strategy. This is an unusual form of drop-in, drop-out in which existing players can leave and return, as opposed to new players joining.

to:

* ''[[VideoGame/ItadakiStreet Fortune Street]]'' ''[[VideoGame/FortuneStreet]]'' has the "Out To Lunch" option, where a player can take a break from playing and a computer AI will take over until the player opts back in. Notably, earning points allows you to purchase personality traits and roles to assign to your Mii that also determine the AI's general strategy. This is an unusual form of drop-in, drop-out in which existing players can leave and return, as opposed to new players joining.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

%%Image chosen via crowner in the Image Suggestion thread: https://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions107
%%https://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
%%Please do not change or remove without starting a new thread.
%%
[[quoteright:350:[[VideoGame/NewSuperMarioBrosWii https://static.tvtropes.org/pmwiki/pub/images/nsmbwii_adddrop.png]]]]
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* ''VideoGame/DarkSouls'' gives players the option to briefly pop into another player's world as a phantom, either to assist them (which lasts until either the phantom leaves, the player defeats the boss of the area they're in, or either of them dies) or to invade and kill them. The brief nature of these excursions means players don't have to devote a large chunk of time to the multiplayer aspect.

to:

* ''VideoGame/DarkSouls'' gives players the option to briefly pop into another player's world as a phantom, either to assist them (which lasts until either the phantom leaves, the player defeats the boss of the area they're in, or either of them dies) or to invade and kill them. The brief nature of these excursions means players don't have to devote a large chunk of time to the multiplayer aspect. On the downside, it also means the game [[BladderOfSteel has no pause function]].
Is there an issue? Send a MessageReason:
None


* A lobby host in ''VideoGame/PAYDAY2'' can allow or disallow both this (the drop-in part, at least) ''and'' AI-controlled allies.

to:

* A lobby host in ''VideoGame/PAYDAY2'' can allow or disallow both this (the drop-in part, at least) ''and'' AI-controlled [[VideoGameAI AI-controlled]] allies.
Is there an issue? Send a MessageReason:


-->''[Shaun sits down and picks up a controller]''
-->'''{{Announcer|Chatter}}:''' Player Two has entered the game!
-->'''Ed:''' Ain't you got work?
-->'''Announcer:''' Player Two has left the game!
-->''[Shaun puts down the controller and walks off]''
--->-- ''Film/ShaunOfTheDead''

to:

-->''[Shaun ->''[Shaun sits down and picks up a controller]''
-->'''{{Announcer|Chatter}}:'''
controller]''\\
'''{{Announcer|Chatter}}:'''
Player Two has entered the game!
-->'''Ed:'''
game!\\
'''Ed:'''
Ain't you got work?
-->'''Announcer:'''
work?\\
'''Announcer:'''
Player Two has left the game!
-->''[Shaun
game!\\
''[Shaun
puts down the controller and walks off]''
--->-- -->-- ''Film/ShaunOfTheDead''
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* A server host in ''VideoGame/Payday2'' can allow or disallow both this (the drop-in part, at least) ''and'' AI-controlled allies. Unlike in ''Left 4 Dead'', only two AI players appear in a heist, although up to four human players can be in one.

to:

* A server lobby host in ''VideoGame/Payday2'' ''VideoGame/PAYDAY2'' can allow or disallow both this (the drop-in part, at least) ''and'' AI-controlled allies. Unlike in ''Left 4 Dead'', only two AI players appear in a heist, although up to four human players can be in one.
Is there an issue? Send a MessageReason:
None


--->--''Film/ShaunOfTheDead''

to:

--->--''Film/ShaunOfTheDead''
--->-- ''Film/ShaunOfTheDead''
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Added DiffLines:

* One of the biggest overhauls new to ''VideoGame/MonsterHunterWorld'', the fifth entry in the ''Monster Hunter'' series, is the addition of the SOS Flare system. If you're having trouble against a tough monster, send out an SOS Flare to invite other players into your quest.
Is there an issue? Send a MessageReason:
Correcting a line in the page quote


-->'''{{Announcer|Chatter}}:''' Player One has entered the game!

to:

-->'''{{Announcer|Chatter}}:''' Player One Two has entered the game!
Is there an issue? Send a MessageReason:
None


* Starting with ''VideoGame/NewSuperMarioBrosWii'', Nintendo's new retro games including ''VideoGame/KirbysEpicYarn'' and ''VideoGame/DonkeyKongCountryReturns'' take the approach of allowing players to join or leave only inbetween levels, but at least it's better than having to set the number of players ahead of time and have it be fixed. The WiiU sequel, ''VideoGame/NewSuperMarioBrosU'', allows players to join mid-game during a level, but not necessarily drop out mid-level.

to:

* Starting with ''VideoGame/NewSuperMarioBrosWii'', Nintendo's new retro games including ''VideoGame/KirbysEpicYarn'' and ''VideoGame/DonkeyKongCountryReturns'' take the approach of allowing players to join or leave only inbetween levels, but at least it's better than having to set the number of players ahead of time and have it be fixed. The WiiU UsefulNotes/WiiU sequel, ''VideoGame/NewSuperMarioBrosU'', allows players to join mid-game during a level, but not necessarily drop out mid-level.
Is there an issue? Send a MessageReason:
None


* The Franchise/TalesSeries usually enables this. Pause the game to set player 2 as controllable, then play. If you so choose, you can even make every character controlled by the AI.

to:

* The Franchise/TalesSeries ''VideoGame/TalesSeries'' usually enables this. Pause the game to set player 2 as controllable, then play. If you so choose, you can even make every character controlled by the AI.
Is there an issue? Send a MessageReason:
None


* The ''{{Lego Adaptation Game}}s'' do this. They typically have a second character following the first player around, and any player who joins instantly takes control of the second character. Quitting the game means that character becomes AI-controlled again.

to:

* The ''{{Lego ''VideoGame/{{Lego Adaptation Game}}s'' do this. They typically have a second character following the first player around, and any player who joins instantly takes control of the second character. Quitting the game means that character becomes AI-controlled again.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Normally played straight in ''VideoGame/{{Overwatch}}'', but averted in Competitive Mode, where players that leave, voluntarily or otherwise, cannot be substituted. If the cause is a disconnect, they have 30 seconds to reconnect before they're booted from the match altogether, and even then they can only reconnect up to two times. Additionally, if they don't come back, players are allowed to leave with a loss but without quit penalties, as a team that's down by one (out of six) is probably going to lose anyway.
Is there an issue? Send a MessageReason:
Added namespaces.


* ''{{Sword of the Stars}}'' even allows players dropping out to leave the AI some basic instructions on how to run their empire and password lock their slot, in case they intend to come back and retake command later.

to:

* ''{{Sword ''VideoGame/{{Sword of the Stars}}'' even allows players dropping out to leave the AI some basic instructions on how to run their empire and password lock their slot, in case they intend to come back and retake command later.



* In ''MindJack'' if you allow your game to be open other players can "hack" into your single player game, to help or to hinder.

to:

* In ''MindJack'' ''VideoGame/MindJack'' if you allow your game to be open other players can "hack" into your single player game, to help or to hinder.



* ''WorldInConflict'' is one of the few online RTS games that has this, made possible by the fact that it has no base building, so new players join at any time during a match without any gameplay disadvantage compared to players who've been there from the start. They ''do'' have the disadvantage of having less time to score points and the game also penalizes you for joining the already winning team if there are vacancies in the losing team (reducing the maximum amount of units you can field at once).

to:

* ''WorldInConflict'' ''VideoGame/WorldInConflict'' is one of the few online RTS games that has this, made possible by the fact that it has no base building, so new players join at any time during a match without any gameplay disadvantage compared to players who've been there from the start. They ''do'' have the disadvantage of having less time to score points and the game also penalizes you for joining the already winning team if there are vacancies in the losing team (reducing the maximum amount of units you can field at once).



* ''GearsOfWar'' didn't have this at all. ''2'' added it to campaign co-op (with a bot replacing Dom). ''3'' added it to campaign co-op (with bots replacing your other 3 party members) as well as versus multiplayer. It is also possible to join a Beast or Horde game mid-stream, but it requires joining a friend's game through the X-Box menu.

to:

* ''GearsOfWar'' ''VideoGame/GearsOfWar'' didn't have this at all. ''2'' added it to campaign co-op (with a bot replacing Dom). ''3'' added it to campaign co-op (with bots replacing your other 3 party members) as well as versus multiplayer. It is also possible to join a Beast or Horde game mid-stream, but it requires joining a friend's game through the X-Box menu.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* If a local player turns on a controller in ''VideoGame/LittleBigPlanet'', the game asks them what account they want to log in as, and once they pick, they spawn out of the next checkpoint. Online players asking to joins prompts the game to ask if you want them to join, using Triangle for yes and Circle for no. Local players can turn off their controller, and their Sackboy will sit down and leave the game after about 10 seconds. Online players can just leave, or be kicked if you so desire.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* A server host in ''VideoGame/Payday2'' can allow or disallow both this (the drop-in part, at least) ''and'' AI-controlled allies. Unlike in ''Left 4 Dead'', only two AI players appear in a heist, although up to four human players can be in one.
Is there an issue? Send a MessageReason:
None


* Games not particularly suited to this sometimes include aspects of it to deal with shortsighted players, especially games that tend toward lengthy matches. It's quite common, for instance, to see a larger ''BattleForWesnoth'' game where half the factions have been handed over to remaining players, the computer, or spectators.

to:

* Games not particularly suited to this sometimes include aspects of it to deal with shortsighted players, especially games that tend toward lengthy matches. It's quite common, for instance, to see a larger ''BattleForWesnoth'' ''VideoGame/BattleForWesnoth'' game where half the factions have been handed over to remaining players, the computer, or spectators.

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