>Effective multiplayer design requires precise mathematical knowledge of how long it will take for players to clear encounters
This sounds interesting, but I don’t really understand what it means. Why would they time encounters in a multi-player game? Wouldn't those have to be run in a separate instance if they are timing sensitive, especially if you don't want other players to interrupt the event?
But I have 0 knowledge in game design and I'm pretty sure they are probably talking about something completely different! :')