top of page

Co-Op Multiplayer As A Genre

Writer's picture: Jonathon SherwoodJonathon Sherwood

Many of the problems a designer faces when creating Versus Multiplayer Games are shared by those that work on Co-Op Multiplayer as well. The difference is, rather than having to balance the level of skill between players so that one doesn’t beat the other too easily, they must instead focus on what it takes to make both players share an equally valuable experience. However, this is more complicated than simply giving both players the same toolkit.


Anything done cooperatively is going to have vastly different outcomes for each player based on prior knowledge, skill, or even simply luck. Take puzzle games like Trine 3 or first-person-shooters like Anthem, for example. 



Balance

Rather than balance being an issue in terms of how well one player’s abilities work against another’s, instead it needs to be about how well these abilities interact with the game. In Frozenbyte’s Trine 3, the three heroes that players can choose from have 3 separate sets of skills. They work nothing alike, but still are only capable of solving a puzzle so quickly. In games such as Bioware’s Anthem, certain arsenals excel at clearing out waves of smaller enemies, while others are perfect for absorbing massive amounts of damage to protect their teammates.

When each role feels sufficiently important, players often miss that they are not pulling their weight. They can easily blame a low killstreak on the fact that they were spending more time supporting or scouting. This allows skilled players and novices to both enjoy the experience in ways that make them feel like they are contributing.

Challenging

On the other hand, if a game is not sufficiently challenging, cooperative players may not see the value in having partners at all. For example, if a game offers puzzles that be solved quickly and alone, playing together may not feel like achieving together. Instead, it merely becomes a race to the finish. While a bit of good-spirited competition can help players feel a deeper connection with their partners, free-for-all sprints to the finish slowly just become a versus game with no direct PvP.

Likewise, if players are mandated to work together with no interesting problem-solving of their own, the experience will feel forced and unnecessary. The way Trine 3 excels in this field is by offering dozens of ways to solve each puzzle, but if players are synergizing well with one another, they can find the fastest and most “cheeky” way of getting around the difficulty. A player will never feel bored if they believe they are outsmarting the game itself. Just look at Stanley Parable.


Great Example

A great example of balanced, cooperative gameplay is found in the differences of the heroes in Trine 3. While certain heroes are the best choice for specific scenarios, each one of them can help regardless. Better yet, the way each hero interacts with the puzzles can add to the experience of both players due to the possibilities each opens up. One hero has the ability to tie ropes to hoops, while another can conjure boxes that just so happen to have hoops.

This is a brilliant way to make both players problem solve. While the game is capable of being beaten alone, the experience is only enhanced when both players feel they are involved. Even if the player who conjures boxes realizes there is a complicated way to solve the puzzle with their ability, they may suggest an easier solution that the rope-tying player could utilize. Likewise, the moment enemies start attacking, Trine 3 ensures that each player is capable of fighting back, regardless of which hero is most capable of handling it.

Not So Great Example

One mistake that Anthem makes with their cooperative multiplayer, is that the majority of the game takes place in the main hub. Players cannot interact with each other, and instead, spend an inordinate amount of time talking with NPCs. This takes away from the overall experience because the time between matches is so long, yet the levels themselves so brief, that it feels like players are never truly playing together. Yes, there is a hub where players can see one another but is a relatively empty room with nothing to do but look at other players. This serves no purpose.

The other issue with Anthem is that the difficulty does not feel like you need your partners. Because swapping into multiplayer just adds modifiers to enemy damage and health, there is very little benefit to working with other players aside from the specific desire to do so. Even then, the increase in difficulty is so minimal, that a player may never feel the need to have partners at all. When wandering the field outside of missions, a player may or may not run into others online. However, because every objective is solo-able, the only reason a player would meet up with the other is to speed things up. This does not give everyone a feeling of purpose or a specific role. Instead, both players are completely independent of one another while happening to be working towards the same goal. Hardly cooperative.

Overall

Cooperative games can often be some of the most memorable experiences players can have. The threats can be greater, the losses will feel harder, and the ultimate reward will be that much sweeter. While finding a perfect balance between a game that can be single-player or co-op is tough, as Funcom’s senior game designer Tanya Short noted, the value of a co-op game can often supersede the need for a solo campaign at all. Instead, ensuring smooth, rewarding play can be something that sticks with players the longest.

5 views0 comments

Recent Posts

See All

Comments


©2020 by Jonathon Sherwood

bottom of page