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  • The earliest video games, such as Tennis for Two (1958), Spacewar! (1962), and Pong (1972), were symmetrical games designed to 📈 be played by two players. Single-player games gained popularity only after this, with early titles such as Speed Race (1974)[3] 📈 and Space Invaders (1978).

    Single-player games rely more heavily on compelling stories to draw the player into the experience and to 📈 create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot be relied upon 📈 to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily on a linear 📈 narrative. By contrast, many single-player games are built around a compelling story.[16]

    While a multi-player game relies upon human-human interaction for 📈 its conflict, and often for its sense of camaraderie, a single-player game must build these things artificially. As such, single-player 📈 games require deeper characterisation of their non-player characters in order to create connections between the player and the sympathetic characters 📈 and to develop deeper antipathy towards the game's antagonists. This is typically true of role-playing games (RPGs), such as Dragon 📈 Quest and the Final Fantasy, which are primarily character-driven and have a different setting.

    Exceptions [ edit ]

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