{"id":1288,"date":"2011-08-17T13:16:52","date_gmt":"2011-08-17T20:16:52","guid":{"rendered":"http:\/\/interestingchoices.com\/?p=1288"},"modified":"2011-08-17T13:16:52","modified_gmt":"2011-08-17T20:16:52","slug":"the-curse-of-cooperation","status":"publish","type":"post","link":"https:\/\/interestingchoices.com\/?p=1288","title":{"rendered":"the curse of cooperation"},"content":{"rendered":"<p>Cooperative multiplayer is an oft-underused method of allowing people to play games together in a more accessible and casual manner. People are starting to warm up to it, though, and recent years have seen a surge of cooperative board games, as well as digital games like Starcraft 2 and League of Legends that are embracing co-op vs AI as a valid way to experience the game. There's something nice about winning or losing together with your friends, especially when one isn't in the mood for the intensity and cutthroat qualities of a typical competitive experience.<\/p>\n<p>That said, there's a particular problem that's endemic to cooperative board games, which is that the game will present players with a puzzle, hoping that the group will work together to find a solution, and instead the single most skilled or most experienced player will end up playing for the entire group. It's just much simpler for a single person to execute a strategy than it is to get everyone on the same page and let them arrive at the best course of action themselves. Many games give each player a hand of cards, but in the absence of a rule that prevents discussing those cards, they often are just laid openly on the table to save everyone the trouble of having to continually ask what everyone else has. If I remember correctly, Pandemic actually recommends laying the cards down on the easy difficulty and then asks that players hold them in their hand on medium and above, but still doesn't restrict players from talking about them. That does help a little; players at least get to feel somewhat involved when they're asked how many red cards they have rather than simply told what to do.<\/p>\n<p align=\"center\"><a href=\"http:\/\/interestingchoices.com\/wp-content\/uploads\/2011\/08\/pandemic.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/interestingchoices.com\/wp-content\/uploads\/2011\/08\/pandemic-300x237.jpg\" alt=\"Pandemic (image from Chris Norwood on BoardGameGeek)\" title=\"Pandemic (image from Chris Norwood on BoardGameGeek)\" width=\"250\" height=\"190\" \/><\/a><\/p>\n<p>Not to say that those games aren't well designed and enjoyable overall. The list of games suffering from this problem is quite long: Pandemic, Forbidden Island, Ghost Stories, Castle Panic, Castle Ravenloft, and so on. Both Pandemic and Ghost Stories are heralded as some of the best cooperative experiences out there, especially when playing with people of roughly equal experience and skill levels. Still, any designer thinking about the cooperative space should have this problem at the forefront of their mind.<\/p>\n<p>Of course, many games have also managed to solve this problem, either intentionally or as a side effect of another mechanic. There are three methods of varying degrees of commonality:<\/p>\n<p><b>The traitor<\/b> - Betrayal at House on the Hill, Shadows Over Camelot, Battlestar Galactica, etc. Add in the fact that one or more players are secretly a traitor and suddenly players are no longer keen on playing the game for everyone else. Or rather, no one's willing to let their turn be taken for them. Then again, adding in a traitor does add a competitive element to the game, which you may or may not want.<\/p>\n<p><b>Real-time aspects<\/b> - Space Alert is the king of this category. Not only are there hidden cards, but there's also a strict time limit and an audio track constantly throwing new challenges in the team's direction. Knowing this, Space Alert actually has the players appoint a captain, and everyone still gets to contribute fully because there's simply no way the captain has time to order everyone around.<\/p>\n<p><b>Hidden information plus restricted communication<\/b> - For example, adding a rule that says that players can't talk about the cards in their hand. Games seem to be hesitant to pull the trigger here, and I can't think of an example at the moment, although I'm sure there must be one out there. My guess is that it stems from concern that players will have trouble interpreting a rule like this, or worse that they'll outright rebel against it. Richard Garfield talked about this in <a href=\"http:\/\/www.threedonkeys.com\/blog\/archives\/16\">a podcast on cooperative games<\/a> and also mentioned the idea of \"communication as a resource\", which I've been thinking about ever since.<\/p>\n<p>With the cooperative prison break game that I'm currently working on, there are two phases: the planning and the escape. For the planning phase players are forbidden to discuss the game at all, and cards are played face down, but each player has two tokens that they can spend to show everyone else a card from their hand and describe where they're stashing it. The goal is for players to try to work together as best they can, planning what they'll need for the escape, with that limited channel of communication.<\/p>\n<p>When the actual escape begins, all restrictions on communication are lifted, but there's now a real-time element, with new obstacles showing up every fifteen seconds. Players have their objects in their hand and have to discuss what object or objects the group wants to use to solve that obstacle. Thanks to the timer combined with the hidden hands, players stay involved during this phase despite the open communication channels.<\/p>\n<p>Initial playtesting has been good, and I'm confident that all players will be able to contribute throughout the game. Now to fine tune the rest of the mechanics...<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Cooperative multiplayer is an oft-underused method of allowing people to play games together in a more accessible and casual manner. People are starting to warm up to it, though, and recent years have seen a surge of cooperative board games, as well as digital games like Starcraft 2 and League of Legends that are embracing [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,7],"tags":[],"_links":{"self":[{"href":"https:\/\/interestingchoices.com\/index.php?rest_route=\/wp\/v2\/posts\/1288"}],"collection":[{"href":"https:\/\/interestingchoices.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/interestingchoices.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/interestingchoices.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/interestingchoices.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1288"}],"version-history":[{"count":29,"href":"https:\/\/interestingchoices.com\/index.php?rest_route=\/wp\/v2\/posts\/1288\/revisions"}],"predecessor-version":[{"id":1318,"href":"https:\/\/interestingchoices.com\/index.php?rest_route=\/wp\/v2\/posts\/1288\/revisions\/1318"}],"wp:attachment":[{"href":"https:\/\/interestingchoices.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1288"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/interestingchoices.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1288"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/interestingchoices.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1288"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}