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    Most modern console games and arcade games are designed so that they can be played by a single player; although 📉 many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually 📉 require more than one player for the game to be played. The Unreal Tournament series is one example of such.[2]

    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).

    Although most modern games incorporate a single-player element either as the core or as one of several game 📉 modes, single-player gaming is currently viewed by the video game industry as peripheral to the future of gaming, with Electronic 📉 Arts vice president Frank Gibeau stating in 2012 that he had not approved one game to be developed as a 📉 single-player experience.[5]

    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.

    See also [ edit ]

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