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Integration of co-op play mechanics

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SinJinQLB
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Joined: 12/02/2012

So I was wondering if anyone knows of a good mechanic whereby cooperative play can slowly be introduced into a game. So the game would start off whereby everyone is playing by themselves, but then as the game progresses, they start working with the other players against a common goal.

Is there a game like this out there, where I can study the mechanics? Does anyone have any good ideas how to make this work? The most I came up with is some sort of method whereby there are actions points that allow a player to take solitary actions, but then through various means, those same action points turn into shared action points or something that let you trade/interact/add abilities to other players. I just sounds very clunky and not-too-elegant (perhaps only because I haven't developed it further) but I'm interested if there are better ways to do it.

Thanks for any help!

UnnumberedT
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Joined: 01/17/2013
eXploration? or how about alliance development?

This happens a bit in Civ-style games. Here, I'm specifically thinking of Eclipse. In these games, you slowly explore your surroundings. After a few turns, you come into contact with the closest of the other players, and as the game progresses, you meet further/more distant players. Cooperation is a minor element of these games, but the eXplore mechanic does lead to a diplomatic progression, where as time passes, you meet more players, and choices become more complex. This seems vaguely like what you're talking about.

But back to your idea.

What if you could explicitly develop relationships with other players? Maybe you could use resources / AP to develop a level-1 alliance with some other player, and that alliance would give bonus AP's whenever you work with that player. Further investment could upgrade the level-1 alliance into a level-2 alliance, that would give larger bonuses. At the beginning of the game, there would be no alliances, and so no benefit to working with others. As the game progressed, and players build relationships, it would become more and more useful to take advantage of those relationships.

kos
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Joined: 01/17/2011
Exploration

I second UnnumberedT's thoughts about exploration. The players can start isolated, effectively playing a solo game until they explore far enough to encounter the other players, which then gives them access to new player-interaction actions. It sounds to me like a good way of introducing the mechanics to new players gradually through the game instead of having all options available on turn 1.

Note that the exploration doesn't have to be physical. The players could be sentient AI's running on virtual partitions of the same mainframe, and they have to crack the encryption algorithms that keep them isolated before they can start passing data back and forth. Or the players could be castaways on an island who are initially distrustful of each other and must accumulate enough goodwill with the other castaways before they are able to work on a joint project to escape. Just a few random thoughts to show how physical proximity is not the only thing that separates people.

Regards,
kos

SinJinQLB
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Joined: 12/02/2012
Both of these ideas are very

Both of these ideas are very helpful. I like Kos's more abstract idea just a little better, but only because the game I'm thinking of doesn't have a board or any sort of exploration mechanic to it. Instead, I'm hoping for it to be for the most part an all-card game. So it could definitely work for that.

One thing though is that I am going for more of an obligated co-op play. So instead of earning the right APs or learning the right ability to give you the option to form alliances, I'm more looking for a mechanic that forces the game to become co-op, as the game progresses. I think a combination of these two ideas you guys presented is definitely the right idea, I just want to figure out a way for the game to organically unfold into co-op mode.

JustActCasual
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Joined: 11/20/2012
.

I think the key is to have the coop mechanics in place from the get go, but to scale the challenges appropriately. If early challenges are easy the players will naturally ignore the coop option since they want all the treasure for themselves, but as the play progresses they have no option but to work with others if they wish to succeed. It produces a nice tension of "when do I need to start working with others vs taking it all for myself" and makes it a player choice rather than railroading them with heavy handed mechanics. They *might* succeed if they stay on their own throughout, but it's very unlikely.

SinJinQLB
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Joined: 12/02/2012
Oooh I like that too! I'm

Oooh I like that too! I'm glad I asked this question here! Getting lots of good stuff.

MarkKreitler
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What about trade?

SinJinQLB wrote:
One thing though is that I am going for more of an obligated co-op play. So instead of earning the right APs or learning the right ability to give you the option to form alliances, I'm more looking for a mechanic that forces the game to become co-op, as the game progresses. I think a combination of these two ideas you guys presented is definitely the right idea, I just want to figure out a way for the game to organically unfold into co-op mode.

Trade is a natural mechanic that achieves what you want, provided the game's circumstances are dire enough.

For instance, imagine a game where each player manages a colony on an alien world. Each one is self-sufficient, producing all the resources it needs to survive. At the start of the game, natural disasters start to occur -- meteor strikes, blights, pestilence, alien uprising. Each one damages or destroys resources and infrastructure in some, but not all, of the colonies. The situation leaves all colonies with a shortage of resources, but different resources in each case.

Now, players must trade with one-another to rebuild their colonies, but must also keep their populations alive.

No doubt there are other, better mechanics which are just as natural, but trade is something used in many games and is easy to study.

Neat problem.
Good luck!

SinJinQLB
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Joined: 12/02/2012
Can you think of any other

Can you think of any other natural mechanics that use co-op play, besides trading? I've just never been a big fan of the trading mechanics. I think I feel there's too much room for personal baggage to get in the way. This might just be my own biased opinion.

Ideally, I want something like where the players draw resources from a shared pool in the center, but slowly they start taking resources from the other players instead of the center (and when I say "take", I don't mean steal, but rather something along the lines of Player 2 produces a lot of tech points, which he gives to Player 3. Player 3 uses the tech points to build new machines that harvest more lumber, which he gives to Player 4... something along those lines). But at the same time, I want it to be seamless and natural. I don't want a "taking from center" phase which, after 10 turns, becomes the "taking from other players" phase. It has to be something like you play the game normal, as an individual, but every time you draw Action card or whatever, it gives you 1 Shared Resource point (SR point), and then there's some chart to refer to that says if you have 1 SR point, nothing happens. If you have 2, then you can take 1 resource from another player. 3 SR points, and you can take 2 resources from another player... and so on. But at the same time, again ideally, I would like something else that shifts the gameplay into this co-op mode. So, for instance, you start the game with 10 Get Resources On Your Own points, which allow you to get your own resources. Draw an Action card, and it turns one of the Get Resources On Your Own points into a Shared Resource point. Draw another Action card, and now 2 of your Get Resources On Your Own points turn into Shared Resource points... and so on until you've converted all of the solo resource points into shared resource points, and now you have to play cooperatively. Take less Action cards, or take them slower, and this conversion will take place slower.

Anyways, this system I just used as an example, and seems way too clunky. But if I could find a more elegant way to do it, that is my ideal goal.

MarkKreitler
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Hey Sin

As JustActCasual pointed out, you'll get natural co-op when the game environment rewards it.

One way to achieve this is to give every player a weakness that only another player can fix.

At this point, you can choose to:
1) Give everyone the same resources, which all can use, and hope they share.
2) Give everyone the same resources, some of which can only be given to others.

There are some other approaches, but these are the two with which I'm most familiar.

Situation #1 relies on trading. Player 'A' might need some of resource '1', but player 'B' needs it more, so 'A' agrees to give 'B' some '1' in exchange for some '2' he needs, or to keep 'B' in the game. The trick here is to make sure different players have different levels of need for resources. In my earlier example, the idea was that player 'A' experiences pestilence, which increases his need for food, while player 'B' suffers a plague and so needs medicine.

As you point out, pure trade can break down when players accumulate too much baggage, but in my experience, co-op mitigates this to a large degree. In the cases where it doesn't, it makes the co-op play fascinating to watch, but maybe not so fun to play.

Situation #2 relieves the "baggage" element from trading by making one or more resources worthless to the owner. For example, years ago I designed a co-op card game where players holed up in a cabin and defended themselves from oncoming zombies (this was so long ago that the zombie market wasn't saturated). Actions were limited, and everyone had his own zombies to kill. If anyone died, the game ended. Players could take 3 wounds before dying. Medical kits became available at random intervals, but *players could not heal themselves* -- they had to use an action point to heal another player.

Another way I enforced this was with "color filters." Zombies came in three colors: yellow, orange, and red, corresponding to easy-to-kill, normal, and hard-to-kill. Players drew cards, most of which had color-coded weapons that could only kill zombies of matching color. 1/2 the weapons were ranged, which meant they could attack zombies belonging to other players. The whole game was played on a 6-minute timer, so time was an explicit resource. In order to survive as a group, players needed to use the clock as efficiently as possible, which usually meant using a weapon as effectively as possible, as soon as it appeared. Often, this meant killing a zombie in someone else's group instead of stunning it in your own group by playing off-color.

This all gets back to JustActCasual's point about letting the game environment pressure players into co-op activity. The only rule I had that explicitly encouraged co-op play was the use of medical kits only on other players. Everything else stems from use of a limited resource (time) as efficiently as possible to meet the victory conditions.

GrimFinger
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Joined: 08/06/2008
You could tie such a

You could tie such a mechanism to one or more resources that all players find useful and need, such as water from a running river - or the river, itself. Or, Well of Knowledge (a card deck), where there's an individual effect, as well as a group or collective effect.

You could use a track to keep track of the collective aspect. It doesn't necessarily have to be a one-way track. Individual player actions could cause the progress meter/track to go forward or backward, and which direction it goes would impact all players in either a positive or negative manner.

If you don't want clunky, then a deck of cards is always easy to work with. It could have individual numbers of individual tasks/accomplishments/coals on it, and then it could also be adorned with collective numbers - numbers that mean something substantial or that have impact.

If you peg it to a resource, such as trees, what happens when the trees are all gone? It ceases to be available for players to try and compete over, and the players' attention would naturally turn to doing something else. They could just as easily plant trees, rather than cut them down, so it doesn't have to have a destructive approach to it, necessarily.

They could be building or rebuilding a city, and as players' respective construction/refurbishment efforts come into contact with one another, they would have to focus their efforts on working within available space, rather than destroying the other guy's efforts in order to keep advancing.

It's all about proximity and degree, I think. Do you want them to stay in cooperative mode, for the remainder of the gamer? Or do you want one or more players to stay in competitive mode? What is the game dynamic that you are after?

Players might compete for energy, but be limited to using it for constructive purposes for other players. Think of it as money or points that you use on somebody other than yourself. It would be mandatory, and not optional. That's why you have rules, to dictate how you want the game to function.

If a player is building a railroad or a water pipe, he/she might ideally want to build in a straight line. Maybe terrain or other considerations impede that. The sooner that the task is finished, the sooner that the other players can begin benefiting from what a given player is attempting to accomplish with their immediate goal at hand. Other players could facilitate the one player, by removing obstacles. If players are at different levels of play, yet playing side by side in the game, their objectives can be quite different - and quite dictated to them.

War, itself, can be a quite useful tool to promote cooperation. Make it expensive, and players will quickly begin to grasp that, in order to indulge themselves in war (conflict), it impedes their progress towards a bigger objective.

Orangebeard
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Joined: 10/13/2011
end of turn action?

Hi Sin,

What about some kind of end of turn or end of round action that each player must perform? If they don't perform the action, then the common resource pool is drained. If the common pool is drained, then all players are drained equally. If the players can't cover the difference then they are either penalized severly or knocked out of the game.

In your example of the card game, maybe the players need to do something each turn and, if they don't, then cards are discarded from the center draw pile; if the draw pile is gone, then the players discard from their hands and so on...

The "co-op" factor comes in when the players have the ability to replenish the draw pile, collectively agree who will perform the "action" and who won't so they can focus on other actions.

"eh...if we don't clean the filters this turn, Jim won't even have enough oxygen to cuss us out for letting him die..."

great question!

Orangebeard
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Joined: 10/13/2011
end of turn action?

double post - sorry!

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