CO OP Mechanics and Design pt. 2
Friday, October 31, 2008 at 9:19PM
Richard Terrell (KirbyKid) in Bangai-O Spirits, Co-op, Final Fantasy, Geometry Wars, LittleBigPlanet, Mario Kart, Mechanics

In a previous post, I categorized, defined, and ranked the different types of co-op mechanics/design. Unlike some of the other rankings I've done on this blog, the higher ranking types don't necessarily represent well designed gameplay co-op or otherwise. For this post, we'll investigate how to analyze co-op elements within the context of the larger game/core design, and I'll give some examples of interesting and unique games for each type.

In all the various types of co-op design (except level 1) the quality of cooperative play is directly dependant on the quality of the core design of the game. Even for a game that features organic cooperation, if the visuals are cluttered, the mechanics aren't dynamic, the controls are unreliable, and the experience is filled with static space, this game wouldn't support high quality co-op or normal gameplay. Likewise, there are games that have alternating turns coop play (level 2) that have a surprising amount of dynamics and coop interplay (more on that later).

In the same way that we look at the push and pull (interplay) between the player, enemies, levels, and/or any other element of contrary motion, we can analyze the depth of co-op gameplay by the push and pull that exists between the cooperating players as a unit and how that relationship relates to the rest of the game.

A good example of co-op interplay is the Warthog from Halo 3.  Up to three players can jump on board this armored vehicle. For the purposes of this example we'll only consider the interplay between the driver and the gunner. When both players enter the warthog, they temporarily sacrifice most of their core mechanics: MELEE, JUMP, GRENADE, MOVE, and CROUCH. To make up for this loss the driver can drive the vehicle, which is significantly faster than traveling on foot. Additionally, the gunner has access to the turret which has infinite ammunition without reloading. By sacrificing the abilities of two players, by cooperating through this vehicle, the two players become one super soldier. The driver controls all the movement and is responsible for maneuvering the Warthog into range of enemies while staying mobile so the gunner isn't an easy target. The gunner is responsible for using the powerful turret to pick off all hostile targets. They depend on each other in this way. Furthermore, the movement of the Warthog is directly tied to how the gunner aims and where he/she can aim. When the driver pushes, the gunner is pulled. When the gunner is threatened, the driver is pushed to reposition. Such is co-op interplay.

 

Work Together To Win.

 

Now for some interesting examples.

 

1) Over the Shoulder/Backseat Playing

 

2) Alternating Turns

3) Separate But Equal, But Still Together

4) Forced Cooperation

5) Mechanics Boost Incentive

 

I'm purposely skipping level 6 of co-op design because I've already mentioned Halo and Smash Brothers as examples. In the next CO OP post, I'll unveil the game that is the single best example of cooperative design, mechanics, and gameplay and why. In the meantime, stay tuned and stick together.

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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