project-playtime-7
Image via MOB GAMES

Why PROJECT: PLAYTIME Does Not Work as a Multiplayer Horror Game

The Rise of the Microtransaction Plague

MOB GAME’s Poppy Playtime adds a new type of horror to its universe. In the form of the Multiplayer horror experience. Each server holds a total of 7 players in a 6v1 setting where a player will be able to use one of the three currently available Poppy Monsters to take down the 6 Specialists. The goal of the game is for the Specialists to build a giant toy for extraction by solving puzzles. The Monster’s task is to capture every Specialist before they can build the toy and get to the extraction point of the train. With 2 maps currently available to play on, PROJECT: PLAYTIME is a free-to-play early access game which has a lot to improve on. This article will discuss why a PROJECT: PLAYTIME Multiplayer Game does not work.

Recommended Videos

A Dead by Daylight Copy

Whilst this game is only in early-access and I truly believe that MOB GAMES will be listening to their audience on what to improve on in PROJECT: PLAYTIME, this will not be enough to make this a successful hit like their main game, Poppy Playtime. The reason for this is, it could not be more obvious of the game’s attempt to be a carbon copy of the popular Dead by Daylight. The focus of the gameplay is having the opportunity to play as one of the Poppy universe Monsters. This works brilliantly when playing with friends, similar to why Dead by Daylight and Among Us work so well as Multiplayer Games.

But PROJECT: PLAYTIME will be enjoyed by players who are in servers with strangers. Especially due to it being a free-to-play game. The use of Perks and Sabotages is a great idea for in-game upgrades that you unlock by playing the game. It gives players the important replayability factor, giving them something to improve and work on for the next match. However, it falls short at MOB GAMES’ choice to make PROJECT: PLAYTIME a free game.

The Issues with PROJECT: PLAYTIME being Free-to-Play

Microtransaction Will be the Death of Games

Why make a Multiplayer game like this free-to-play? Surely it is not to have their playerbase buy loads of cosmetic items? Oh but it is. As I have made the comparison before to Dead by Daylight, I will use it again. Dead by Daylight is a Multiplayer Horror Game which offers various editions and packs for their playerbase to purchase. However, you do not need to buy these, similar to The Sims DLC packs. Dead by Daylight’s base game can be bought which offers the exact same Multiplayer experience as PROJECT: PLAYTIME but with different enemies.

Making this game free-to-play means that the game will focus on taking as much money from its playerbase as possible. Seen in the rise of Battle Royale Games such as Fortnite who have popularised microtransactions and cosmetic items. Online Gaming today is being ruined by this free-to-play experience as the focus moves from creating and polishing a good Horror Game onto “which new event is coming out next and how do I unlock the new Huggy Wuggy Skin?” Free-to-play Games will be the downfall of the gaming industry. However for its younger playerbase, these microtransaction free-to-play games will continue to thrive in the industry.

A Comparison to Great Multiplayer Horror Games

Even the likes of Call of Duty could not help themselves when they saw the rise in popularity with Fortnite. Everyone is making themselves a free-to-play game filled with microtransactions and MOB GAMES is one of them. To compare further, there is a free-to-play Multiplayer version of SCP Containment Breach on Steam. This is not filled with microtransactions and has adapted the single-player version of Containment Breach into something you can enjoy with your friends. That is the point of Multiplayer Horror Games. Take Phasmophobia as another example, this is possibly the biggest Multiplayer Horror Game of 2022. It is an immersive and entertaining experience which you can enjoy with others.

In contrast to Dead by Daylight, Phasmophobia and SCP Containment Breach Multiplayer, PROJECT: PLAYTIME has released an idea to the public, hoping that people will love it. It is in the earliest point of its development, made obvious by its unpolished gameplay and lacklustre finish in model mechanics. Why on earth is there a form of ‘Battle Pass’ called the Toy Box in the game?

Was it Released too soon?

Simple answer? Yes. This game should not be available for consumers to play yet. The game acts as a means to get money fast off their loyal fanbase. With a rotating shop for players to purchase unnecessary cosmetics. Where unlike other games such as Fortnite, even Apex Legends, what your character looks like in PROJECT: PLAYTIME does not matter in the slightest. Unless the game decided to play in third-person POV similar to that of Dead by Daylight, the process of purchasing Skins and customizing your Specialist and Monster would make more sense. But from the first-person perspective, customization is absolutely pointless.

What Should Change?

Something like this game can definitely exist and do incredibly well as a brilliant horror product. However, the route of microtransactions and Passes are not the way to go. To have in-game currencies take away from what could be a great Multiplayer Horror Game. In my opinion, PROJECT: PLAYTIME should keep the puzzle functions, the overall concept and level design is good. The Monsters need a lot of work when it comes to movement fluidity. Not only this but, playing as the Monsters is a key part of making this game work and it does not. The attacks are stiff and feel like no matter the situation, the Monsters will always win. Playing as the Monster, all you have to do is swing at the Specialist 3-5 times to knock them down.

I believe MOB GAMES should keep the same concept but go down the route of SCP Containment Breach, give their Monsters smarter AI, instead of having players use the Monsters themselves. You have AI Monsters in the Feeding Pit, make it so that it plays similar to the absolutely banging opening scene of PROJECT: PLAYTIME. Have three Monsters go after a team of 6 Specialists trying to solve smart puzzles. As of right now, the game is too stiff and repetitive. I hope that this will change, however I do not have high hopes for the future of PROJECT: PLAYTIME. The in-game currencies and microtransactions are here to stay. It is unfortunate but true.

Final Thoughts

Perhaps MOB GAMES should focus on releasing Poppy Playtime, which when looking at its past 2 Chapters, has been a highly successful release. PROJECT: PLAYTIME is jumping onto the bandwagon of microtransactions, taking away from the brilliance of Poppy Playtime. It is a shame that they, like many others, feel the need to create free-to-play Multiplayer Games with a focus on pushing out cosmetic items for their playerbase to buy. What has become of Multiplayer Games?


That is my take on why PROJECT: PLAYTIME does not work as a Multiplayer Horror Game. I hope you enjoyed reading this article. Join in on the discussion and stay up to date with our content over at Gamer Journalist on Facebook. Interested in seeing more PROJECT: PLAYTIME content? Check out our articles of How to Unlock Sabotages and Perks in PROJECT: PLAYTIME or How to Customize Appearance in PROJECT: PLAYTIME.

related content
Read Article Rent Please! Landlord Sim Codes (May 2024)
Rent Please! Landlord Sim
Read Article Geometry Defense Codes
geometry-defense-title
Read Article Why Am I Level 1 in MW3?
Is EOD Padding Gear Bugged in MW3? featured image
Read Article Who Voices Puck in Nightingale
Nightingale puck voice actor
Read Article How to Fix Error 105 on PlayStation Portal
PlayStation Portal featured
Related Content
Read Article Rent Please! Landlord Sim Codes (May 2024)
Rent Please! Landlord Sim
Read Article Geometry Defense Codes
geometry-defense-title
Read Article Why Am I Level 1 in MW3?
Is EOD Padding Gear Bugged in MW3? featured image
Read Article Who Voices Puck in Nightingale
Nightingale puck voice actor
Read Article How to Fix Error 105 on PlayStation Portal
PlayStation Portal featured
Author
Hadley Vincent
Hadley is a Freelance Writer for Gamer Journalist. They have been with the company since October 2022. With a BSc Honors in Psychology, Hadley focuses their creativity and passion for Video Games by primarily covering Horror, FPS, and anything with a great narrative. You will often find Hadley covering the latest indie horror games or deploying into Call of Duty's DMZ. They love a good story and one that can keep them up at night, be that for its scares or its lore.