Multi-Player Game

* See also MP Apartment Level Map
* See also REDOing_BioShock_Multi-Player PvP & CO-OP
* See also MultiPlayer_Illogic
* See also Sinclairs_Consumer_Rewards_Program
* See also Amended_Game_Level_Maps >> MultiPlayer Maps
* See also DLC-itus
The ORIGINAL ( included with BS2 ) Online Multiple 'Player vs Player' (including teams) fighting, done in short scenarios, on small maps, which were based on simplified 'flavor' venue locations in Rapture.
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The BS2 Multi-Player game was not bad ( actually less ridiculous in various aspects than the CoD"CoD" : Call of Duty Game MP ), but had much of the usual 'crack monkey' type quick results/kills favored by 14 year olds. It might have been alot better if Players lasted longer in a fight, so that more people could get involved in the fighting situation, and to allow for more tactics to be employed ( instead of just being largely 'one on one' 5-second combat most of the time ).
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BioShock Multi-Player Game (add-on) : 
A separate Multi-Player Game which was included with BS2, with additional playable level maps made available through DLC Online Multiple 'Player on Player' fighting, in short scenarios in small maps, based on simplified locations/themes in Rapture. 
The content should be regarded as sub-Canon as it was created to facilitate MultiPlayer playing activity -- with its odd Skill Ramp character spew, and its strange explanatory circumstances ( The Sinclair Solutions 'Testing' Program, in which all the MP Players are enrolled, INCLUDED arming Fontaine's Terrorists as part of the 'Testing' - which Sinclair would never be stupid enough to do. )
As with Most (PvP)Player-vs-Player games, the MP is geared toward an ADHD-mentality :
* All scenarios ( outside the free-for-all flavors ) have nothing which takes very long to achieve ( including inevitable dying/respawning over and over ). Game sessions are generally about a dozen minutes long. They have small circular maps - with lots of alternate routes ( You have NO Flanks you can count on ).
* If you stay still, someone simply runs up behind you within 5 seconds and kills you ( Generally Insta-Kills are provided for the Gangsta-wannabees out there ). 
* Overly fast Movement ( increasing the manic play ), this eliminates all but the simplest tactics. Players race/bounce around like ping-pong balls.
* Typically there are Stupid gimmicks you level ramp upto, which escalate to distort any semblance to anything real. THAT DOES helps with MP replay because NEW things can be done as the Player advances.
* Single-hit-kills offered to 'leveled' Players become loopholes and overpower starter level Players.
This all is pretty much the standard fare for PvP ( some MP are a little better, some alot worse ). Some games have scenarios which offer full cooperative play ( Players vs Environment campaigns which offer a bit better tactical opportunities, but the limited scenarios soon can make it repetitive. ) BioShock Multi-Player had 2 Sided Teams play and Free-for-all scenarios.
Note- Many of these are Incorporated into my Amended Maps ( which were expanded to include them ). This was also done for a few of the Protector Trials scenario-maps.)
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LIST OF MY AMENDED MULTI-PLAYER MAPS
Player_Apartment
 Kashmir Restaurant MP
Medical Pavilion MP
Fontaine Fisheries
McDonagh#TheTavern Map of his Tavern 
Neptunes Bounty Sinclair Metals
Smugglers_Den_MP (Now as an alternate Smuggling Operation)
Arcadia MP Maps
Farmers_Market#FarmersMP
 Fort Frolic MP
 Hephaestus MP
 Fontaines Center For The Poor MP
Olympus_Heights#MercurySuitesMP
 Point Prometheus MP
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Cake Go Boom !!! :
You can blast the cake in the Kashmir Restaurant MP level ( one of the few non-standard interactions ).
The 'Testing' scenario for The Sinclair Solutions Home Consumer Rewards Program thing is rather a tenuous story added to the main game story ( It was added to justify the whole Multi-Player situation, which would never be as extensive for what that game portrayed ). Plausibly, Testing is done, Corrections made, and then the Products are deployed. There is no use for a huge/long/chaotic and EXPENSIVE testing effort. 
A more logical Project would have been "Ryan's Legion" or 'The Rapture Militia' -- a Rebel/Terrorist hunting scenario ( still having BOTH sides played ). That would have been more a guerrilla anti-insurgency type of fighting within Atlas-controlled areas ( instead of the simultaneous operations of Ryan's Security, who would take more militaristic and more coordinated action, done largely to isolate the 'rebels' ).
In the MMORPG REDO of this, ALL Objects will be physically interactive (and destructible). It is likely that a whole type of playing will be seeing what happens with the various actions Players are capable of ( If all else fails, junk brought back from The Ruins can be used in the target practice range in the City Center ).
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== REDO ADD ON MULTIPLAYER ==
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Infinite BS Multi-Player Scenarios ( Built into the Main MMORPG Game ) :
Dreamworld : Columbia MP PvP ( including a Skyhook weapon-only variant with extraordinary persistent 'Gibs' )
You are (appear) either Booker (regular, Comstock, BaS) or Elizabeth (old new, BaS) -- Now we have the excuse for character duplication multi-dimensional stuff ... ( Customization mode modz can go wild - Booker in a Gimp-suit, bald Elizabeth with body piercings, etc ... ) Fink as a Steampunk Cyborg ...
Some clothing mods, the usual MP Weapon/Vigor ramps ( various 'achievements' )
Nifty MP scenario maps lifted from the Infinite BS game ( closed levels - for once a reason for the Skyline that goes nowhere ).
Cooperative Scenarios ( If the original game's Combat was repetitive and tedious, than so can this be ).
Rapture (an alternate one) is invading Columbia ( Attempt to fight the Big Daddy or the Spider infestation OR Sander Cohen is 'coming for' some of his 'critics' ... )
Actual '3D' movement ( an epic opportunity they missed in that game ) - Flying, Climbing, Jumping ... WITHOUT athe 3 X speedup typical in many AAA Multiplayer games.
All kinds of Player added stuff ( though these days the copyright/trademark issues might be tighter ).
A SKYLINE mode of PvP COLUMBIA ( Have it look as those fraudulent Trailers and Presentations pretended Infinite BS had them - Massive cityscape and system of tracks - TO DO WHAT LEVINE COULD NOT ).
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SPLICER INVASION OF COLUMBIA - ADDED SCENARIO !!!!
All is possible with enough Effort. 
YOU can play one of the Unfortunate Police or Paramilitary who have to face the Murderously Insane Horde.
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Just Didn't get It :
The Multi-Player level for Dionysus Park is still filled largely by advertisements ??? Sofia was 'not amused'. There were plenty of 'bad art' Assets which could have been used to make it look like Sofia Lamb 'would have had it' ( as a revolt against the consumerism/ capitalism/ common taste which the rest or Rapture was built upon ... Heh, even just having them all upside down would have been a 'social statement' appropriate to that place ).
But then, she had to make money to support her little Trojan Horse into influence in Rapture, so perhaps that would be a plausible reason ( for the new MMORPG logic ).
Vending Machines ... Kind of anathema to Sofia's whole theme ??? You'd think ?? But then her aims were not really for 'The Freedom of Art' she hoodwinked many affluent citizens and the hoi polloi with her various ploys.
Not sure why there should be a "Stay With Your Group" sign in that place ... Or why there should be "individualism,' and "Independence" banners strung there ... (except as a deception) 'Creativity' and 'Liberty' also don't seem to jibe with Sofia Lamb's collectivist ideas ( but then she 'played false' to the 'sophisticated' folk, just as she did to everyone else, just in different ways ).
Those High Chairs at the fancy tables - a psychological necessity for those who think themselves more 'sophisticated' than 'Those Others' ?? Yes, Sofia knew the buttons to push on those with low self-esteem.
Sign "Warning - Protected by Ryan Security" -- truly absurd. ( but then its 'thrown together' DLC ... )
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The Multi-Player level version of Paupers Drop has a Sinclair Deluxe that looked far more like the tenement they attempted to make it into in BS2. The Sinclair Deluxe in BS2 was made so grand, so that when their story ( which tried to smear Sinclair as a swindler and some kind of slumlord ) 'Fell flat on its face'.
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Map generated from the basic Level Map ( which is just the floor walking space outline ) and detailed following my Game_Map_Rework_Rules by my walking about the Level and Visually examining the 3D Level in detail, and composing the map.
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These MultiPlayer Maps were adjusted and then added to MY Amended Level Maps :
Kashmir_MP.png|Kashmir Restaurant MP map
Fisheries_1.png|Fontaine Fisheries MP map
H_MP_map.png|Hephaestus MP map
SinclairMetalsMP.png|Sinclair Metals MP 
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MultiPlayer Game Analysis EXAMPLE (Posted September 2, 2010) :
A Military Game that is touted as 'realistic', and where they try to go to at least some way in that direction in the Solo game. But in the multiplayer game, they pander to the excitement/ADD junkies and the gimmick addicts to a point where the 'Fantasy' ( BioShock 2 ) game's multiplayer is actually FAR MORE realistic.
Example : Call of Duty : Modern War 2 - Multi-Player.
The MW2 multiplayer I think was built mostly by 3rd string Designers and Intern level programmers, but likely it was a greedy/sellout management decision to warp reality so absurdly to maximize a targeted Player demographic ( a general 14-year old mentality ).
The 'perks' you accumulate as you rise rapidly to 70th level make you outclass lower level Players so much, and it becomes so absurdly unfair ( instead of having a very flat/small advantage where actual SKILL makes the difference ). Playing game mechanic loopholes is NOT Skill.
For some reason they have Players bounce around like ping pong balls on uppers. People can run around behind you ( fast ) in the circular terrain paths and kill you much too easily -- you have no flanks you can count on for more than mere seconds. Perks to make the runners quiet exist ( where you, in the real world, make a lot of noise anytime you clump around in military equipment ( 60 lb of equipment ) and can't really do the 'warp maneuvers' this game allows. Targets are gone before you can raise a gun to aim -- actually moving 5x any realistic speed. Real soldiers move with deliberation and sometimes sprint ( but can't do much while moving that fast ).
The guns accuracy ( especially scope rifles ) at long range is much too easy, and can be snap fired ( contrary to how any real scope rifle works ). People run and shoot and hit targets much too easily ( even while running on uneven ground ). People hop and go prone way too fast and even weapons that spray walls of bullets don't hit unless you are close to bullseyeing on the target at close range. 
The knifing attack is one of the most absurd things : as someone runs up to you rapidly and kills you literally in 1/8th of a second ( at a run ) and is already gone ( often running right over you ). You have no peripheral vision, so it is extremely easy to get these 'run up from behind attacks' when YOU are moving slow trying to spot an enemy who will shoot you absurdly easily at long range. You don't hear them coming and the fast movement has them on you instantly -- there is no Melee, as you can have in BioShock --- you are basically Insta-Dead. Loophole for immature Players, and a company Pandering to such.
There is virtually no penalty for dying, so that when you look at the statistics often the top scorers also have died the most times. No reason not to Bonzai charge someone or use the loophole of the fast ambush strategy.
In effect, the game is little more than constant ambush with everyone moving around at top speed trying to kill enemies from behind or around blind corners. Latency problems are actually aggravated as people can suddenly appear start shooting at you before you can react ( or sometimes even before you could see them ).
At the higher levels you get vehicles ( helicopter gunship/RPV/AC130 ) to fire down and with 1/2-2/3 of the Players being the top( 70 ) level this happens every other minute which disrupts any deliberate movement ( as you scramble for cover ). Killing people via the vehicles is so easy that a chimp could do it ( it has red boxes outline enemies even inside of buildings ) and many of the maps are largely open so that vehicles ( rare in real combat ) simply disrupt any tactical coordination of team Players -- the whole game. Stupid gimmicks for a fantasy.
All in all, they ruined what could have been a good MultiPlayer game by selling out to the skill-less and attentionally-deficited Players. And as for realism, you might as well get A 'Giant Sword' or "BFG-9000" or a 'Fartgun' for all it matters. The game mechanics make alot of the weapons specifics irrelevant as they are exaggerated by accumulated perks.
Modern War 2 Multiplayer is pure fantasy, and WRONG for a game that is supposed to be about ( at least moderately ) realistic 'modern war'. It is actually a shame, and the only reason I played it so long is to see how more absurd it can get, and to identify what I would have done to fix it -- Better balance of realism without making it as tedious/option-less as real war situations are.
Toning down many of the factors ( speed/accuracy/gimmicks ) could have been easily done. Modding is no good, as they don't really work for 'pickup' games, and the 14-years-old mentalities DONT WANT anything but the fake war which the as-designed scenarios/mechanics supply.
The usual too small number of Maps result in the campers/best spots and other typical distortions, after Players have played the same maps 100 X by the time they get to Level 70. You would think that with near 0$ investment that the developers could optionally flip each map over each of 2 axis ( mirror X or Y - resulting in 3 variations) and 'throw off' the map memorizers at least a little. We are stuck with such maps until 'good' Procedural Generation takes off ( likely "no time soon" ).
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