JJSmart wrote:I think physics would be a big deal in multiplayer.
If the engines are in sync (so that everything moves and falls in the same place, at the same speed, etc...) it'd take a massive amount of data transfer.
If they're not in sync, then you'd get some odd results, like your friends picking up objects (or throwing them out) where you don't see them, etc...
Bleh, physics wouldn't be an issue. Take Reach for example, great Havok based physics engine, no lag in good connections.
Basically, when an object isn't being used in any physics engine, it's put in a 'slumber mode', where it is not calculated. You may see it a few times in Oblivion, when someone puts some objects on a table in the CS, but forgets to Havok simulate them. Then when you approach them in game, and interact with one of them, all of the rise up a bit (due to the old Havok engines massive normal detection gap), for they weren't being calculated until an object in close proximity was needed to be simulated.
This is done in multi-player games too. And is one of the best ways to save CPU usage and reduce data transfer amount.
Though, other things like AI would be an issue. Anyone would know that having a poor connection when playing horde style games is impossible. And in Oblivion, the engine wasn't cut out for high numbers. Instead of dumbing down AI in large numbers, it simply cuts off the excess, leaving them standing there in stupor. Something like that would have to be overhauled for dungeon crawling.
But as it seems, it is confirmed that there is no multi-player anyway.