Ask a Game Dev
Let’s take it back to first principles. Consider the [information channels] we have to convey information to players, such as:
- Visual cues
- Audio cues
- Peripheral vision cues
- Haptic/Rumble cues
These channels are how we pass information about the game state to the player. In co-op design space, we can take advantage of the fact that these information channels are not always shared in order to create more interesting gameplay challenges.
For example, if two players take separate paths, then we can enforce two different visual perspectives in a space. If we provide the players the means to communicate via other information channels (e.g. voice chat), then we can expect the players to share this information with each other to overcome the challenge. This design strategy is the core of games like Keep Talking and Nobody Explodes – one player has the box, another has the manual, and they must convey this information to each other.
We’re basically taking a task and giving the information needed to complete the task to the players separately. This then necessitates them to cooperate in order to complete the task. We can set up similar things by dividing up player capabilities and letting the players cooperate to cover each others’ weaknesses – place one player in a sniper tower and give another player a strong melee weapon. The melee player must keep fast moving enemies from reaching the sniper tower, while the sniper must take out the slower moving but heavily damaging siege enemies as they approach.
This is the core of co-op play – we purposely divide the toolbox up so that no player has all of the tools, and then we put them into situations where they need all of the tools in order to succeed. This enforces cooperation to succeed, and the success breeds catharsis which makes players feel good.
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