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cooperative play - opinions?

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Anonymous

I am designing a board game with a cooperative play goal, but I am very early on in the design phase (read as: got a concept and looking for how to swing it, play-wise).

The only co-op game that I am aware of out there is Lord of the Rings (LotR). Is there perhaps a *REASON* that cooperative play isn't very common?

What are y'all's considered opinion when it comes to cooperative play? Any experiences when it comes to playtests? Have you encountered any general hurdles when it comes to implementing co-op play, and if so, were they surmountable and how?

I'm also toying with an option for randomly determining a "mole" who can only win by thwarting the remainder of the players. If I introduce this, though, I'd have to come up with another PvP mechanic to encourage the "mole" to operate undercover, so to speak. My initial thought is to make a deck of, say, n+2 cards, where n is the number of players, each player draws one card privately at the start of the game. Only one card is the "mole," so there is a chance in every game that, in fact, NOBODY is the bad guy.

Thanks in advance for the opinions/experiences, be they good or bad!
Bryan

GeminiWeb
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cooperative play - opinions?

Nothing wrong with cooperative games. Personally I like the idea.

The concept of the players grouping together for a common goal (e.g defeating a common enemy) is not unusual, although often there is a balance between meeting personal objectives and team objectives, where personal objectives mean winning the game and team objectives mean everybody loses (so you might want everyone else to focus on the team goal so you can focus on your personal goal).

One example (from what I've heard, but not played) is Vanished Planet (http://www.boardgamegeek.com/game/7240).

In fact. Game BoardGeek has a whole category devoted to cooperative play ... http://www.boardgamegeek.com/mechbrowse.php3?id=23

- Bill

sedjtroll
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cooperative play - opinions?

I hear Terra is like that as well... only one player wins, but it's possible that everyone loses.

jwarrend has made a game which he put in the Game Design Workshop called The 12 disciples in which he tried very hard to encourage cooperation through scoring and game mechanics even though the game is not relaly cooperative (like all vs a system). In that game there were hidden goals the players were trying to accomplish, and one of them was to (in a way) thwart the other players. More like end the game early, possibly thereby winning by outscoring the other players.

I think encouraging cooperation through game mechanics is better than simply having a goal that everyone is trying to accomplish together- for example Lord of the Rings is really sort of a Solitaire game, and that's not as fun (for me anyway).

- Seth

paolo
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cooperative play - opinions?

Hallo everybody. Paolo from Italy. About cooperation in games, i was asked (by a friend of mine, not by a company) for a game about the relationship between first world and third world countries... And I came up with a concept about "sustainability".

That is: each player represents a country, or a similar 'actor' in the world economy, but the roles are shuffled up every turn, so that if in the first turn i was Belgium, maybe in the second i'm going to play Ethiopia... and so on. Every player scores the points earned in every round by his country, AND the the points scored by the player that will play that country in the next turn. For example: In the first turn I am Belgium, in the second I am Ethiopia. In the second turn I will score the Ethiopia points (earned by the development of the country), and the points scored by the player that in the second turn plays Belgium.

What is the effort? To make every player not to destroy the country resources in order to score points immediately, and to suggest them investing in the development of the country for the coming turn.

I wonder if it's clear... Do you think could work?

Ehmm... I've to apologize with BTBarney if I'm taking the discussion towards something else :(.

jwarrend
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Re: cooperative play - opinions?

BTBarney wrote:

The only co-op game that I am aware of out there is Lord of the Rings (LotR). Is there perhaps a *REASON* that cooperative play isn't very common?

There are other games; one that I've played that's pretty good is Sherlock Holmes: consulting detective. There's also a company called "Family Pastimes" that produces nothing but cooperative games.

I think that, as a designer, it's easier to present players with the challenge of overcoming each other than challenging them to overcome the game itself (and, in effect, you as the designer). LotR does the latter incredibly well, but it's a hard balance to strike -- you want an appropriate balance between difficulty, predictability, and replayability, which is hard to pull off.

There are two other "models" of cooperative play. One is "cooperative competition", such as one sees in Republic of Rome or Terra; the idea there is that players are each trying to win, but must work together to prevent some bad thing from happening. As Seth mentioned, in my game "Disciples", several scoring systems incentivize you to help other players along.

There's the other model of "everyone against one other player." A good example of this is Scotland Yard, in which one player is "Mr. X", and the other players are working together to try to capture him. There's also a game coming out called "Betrayal at House on the Hill" that has this element as well.

Quote:

I'm also toying with an option for randomly determining a "mole" who can only win by thwarting the remainder of the players. If I introduce this, though, I'd have to come up with another PvP mechanic to encourage the "mole" to operate undercover, so to speak.

My experience is that this is a very hard thing to pull off. If the "bad guy" is known at all times, your job becomes much easier, but if his identity is secret, and you want him to be "subverting" the game, then you also need to cook up mechanics for him to act secretly, and secret actions are always a pain to implement. In my game "Disciples", I have one player who is secretly a traitor, and initially I was trying to come up with ways for him to work against the team. In practice, this just required an edifice of complexity that didn't contribute anything to the rest of the game -- it was just being force-fit in to give this "secretly subversive actions" scheme more meaning. In the end, I only retained my original idea -- the "traitor" has the ability of ending the game early, and scores in a different way than the other players. I think that if the traitor must be kept secret, it's still important to keep the scope of his actions and goals as simple as possible. For another model of this, check out the "Corrupt Hobbit" variant of the Lord of the Rings board game.

Quote:

My initial thought is to make a deck of, say, n+2 cards, where n is the number of players, each player draws one card privately at the start of the game. Only one card is the "mole," so there is a chance in every game that, in fact, NOBODY is the bad guy.

I found that this was a double-edged sword; in my game, some of the tension comes from the concern that one of the players will end the game, and when it's revealed that in fact, no one was the traitor, it feels anticlimactic. In other implementations of this idea, it would probably work ok. It would probably even be a nice source of paranoia, as players try to figure out which of them is "dirty" (or whether any of them are!)

Good luck!

-Jeff

Anonymous
cooperative play - opinions?

jwarrend wrote:
I think that, as a designer, it's easier to present players with the challenge of overcoming each other than challenging them to overcome the game itself (and, in effect, you as the designer).

I would also add that it's easier for players to grasp the concept of competition against each other versus the game itself. That's a major reason that LotR includes a "Hall of Fame" sheet for players to track their games. In essence, players are playing against the game AND against their own previous achievements in the game. When I play, I always try to beat my previous achievement (since I haven't yet been able to beat the game!!).

BTBarney wrote:
What are y'all's considered opinion when it comes to cooperative play? Any experiences when it comes to playtests? Have you encountered any general hurdles when it comes to implementing co-op play, and if so, were they surmountable and how?

I like the cooperative nature of LotR, but I also like games where players are playing each for themselves, but also aiding one another when it benefits them. I think games of this type have been referred to as coopetition games elsewhere in this forum. Games (Disciples included) that encourage cooperation but award the win to a specific player (based on VP or other game conditions) usually fall into this category. Since each player can potentially win, everyone usually takes the strategy of helping others only when the benefit to themselves outweighs the benevolence to others.

I enjoy games of this type just as I enjoy full cooperative games (LotR is the only one I've played to date), just in different ways.

As for playtesting and design... decide how much cooperation you want and if each player will have a chance to win over the others or if the players will jointly win over the game or get a score based on their progress when the game ends.

Regarding the mole, check out Black Morn Manor. In it, all but one player play envoys seeking to destroy the "Master," which is a bad guy chosen at random. One player plays the Master's minion who will try to keep the envoys from doing so. The minion's identity is known from the start (I believe). An interesting twist is that other players may become minions through game play and minions may become regular players.

As for keeping the identity secret, you may have to accept a trade off between secret identity and that player's ability to subvert other players. Subversion is very easy when the mole's identity is known by (since his actions are public) as in Black Morn Manor, but not so easy if his role is kept secret. Secrecy works for the traitor character in Disciples since the traitor only makes himself known when he ends the game. All players know what benefit the traitor will get for ending the game, but no one knows the traitor's identity during the game.

GeminiWeb
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cooperative play - opinions?

paolo wrote:

Quote:
What is the effort? To make every player not to destroy the country resources in order to score points immediately, and to suggest them investing in the development of the country for the coming turn.

I wonder if it's clear... Do you think could work?

Sounds very interesting. Will it work? Try it and see! I think its worth following up on ... Also open the door on the interetsign 'slow down the leader' idea where you need to hurt yourself to do it ...

Scurra
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cooperative play - opinions?

Another textbook example of keeping the identiy of the "traitor" secret is Werewolf (or Mafia, or any number of variants.) In that, the core of the game is in the interaction between the players as a natural air of paranoia develops as everyone tries to persuade the others that no, they are perfectly innocent. The result is almost the antithesis of a co-operation game and yet the Villagers will generally only win by working together.

I designed a co-opertive/competition game called "Heist" in which players have to work together to pass the traps in their way, but everyone is also working to their own hidden goal (and yes, one of them is The Mole :-) which influences their own play - one player may score negative points for each Camera that is disabled, for instance, so they may not want to help in passing them - but if they don't, they may risk getting the whole party caught.

sedjtroll
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cooperative play - opinions?

SiskNY wrote:
When I play [Lord of the Rings], I always try to beat my previous achievement (since I haven't yet been able to beat the game!!).

No offense, but how could you not?

I remember thinking the game was fairly easy, maybe too easy the first few times I played it. I guess it was a little tougher with fewer players, but we never failed to finish.

Then I got all the expansions and dumped them all together, and that sort of killed the game for me. It was harder, sure... but less fun and interesting. I don't know why I think so.

Anonymous
cooperative play - opinions?

sedjtroll wrote:
No offense, but how could you not?

It's all in the people you game with! ; )

Scurra
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Re: Lord of the Rings game

SiskNY wrote:
sedjtroll wrote:
No offense, but how could you not?
It's all in the people you game with! ; )

|ndeed. I find LotR to be one of the most challenging games I know, simply because it's so tempting to try and steam-roller your way over the other players: especially when you know the game well.
(In which case, you start playing the properly tough variants, such as starting Sauron on 10, or losing the game when any Hobbit dies, not just the Ring-bearer etc.)
Friends & Foes is a great expansion as long as you don't consider the "military victory" to be an actual win.
The Dark Tiles introduced in the Sauron expansion make the whole game a (wonderful!) nightmare. If you can win consistently under that variant then you probably have cracked it, in which case you probably don't need to play it any more.
FWIW I don't like the actual "Sauron player" version, even though the Black Rider makes for a brilliantly tense mechanic.

As a piece of design, LotR is amazing. The basic game works like a dream, with plenty of tough variants to challenge you if you get too good at it. Then you add the expansions and get a fuller experience in a whole varienty of permuations (you can play with or without most of the additions and the game still works: I like adding the F&F scenarios but ignoring the Foes and playing with the Dark Tiles instead of the usual ones.)

Anonymous
cooperative play - opinions?

I am a huge fan of Reiner's LOTR game, but I think you may have hinted at the truth when you speculated there was a reason there aren't many such games. A lot of gamers I know won't touch LOTR on the premise "it's not actually a game". While I disagree, I suspect a decent number of gamers feel that way about purely cooperative games.

As an aside, LOTR is so clever in the use of cooperation as any game themed on the books which pitted hobbits against each other would, IMHO, enter theme deficit. (See: The Search for example of Sam vs. Frodo).

Richard.

sedjtroll
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cooperative play - opinions?

And on that note (what Richard just said) I think the way to go is what Jeff did with Desciples. Construct mechanics that reward helping other players. Scurra and I (and others) discussed the same kind of thing for the X-Men idea in the wiki not too long ago- promoting teamwork between characters by adjusting rewards for players. I think it can give the game a real cooperative feel, even if strictly speaking the players are not really cooperating.

Zzzzz
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cooperative play - opinions?

For what is worth, I will toss out the idea of RPGs. Many of these style games are populated with mechanics that promote cooperation in a game.

Maybe there are cooperation ideas/mechanics in these games that you could apply to a board games.

As an example, in the RPG that I previously worked on, we created a teamwork mechanic that allow players with the same skills to "work together" and they gain a benefit by doing so(maybe a positive modifer for crafting a new sword as an example). You know the old two heads are better then one idea.

I think there are many ideas that can be acquired from RPGs that have yet to be put in a board/card game.

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cooperative play - opinions?

Richard_Huzzey wrote:

As an aside, LOTR is so clever in the use of cooperation as any game themed on the books which pitted hobbits against each other would, IMHO, enter theme deficit. (See: The Search for example of Sam vs. Frodo).

I think that's mostly true, although I had an idea for a LOTR game in which the "good guy" players weren't fully cooperating; they were on the same team, but they won in different ways. e.g., Frodo wins by tossing the Ring, Boromir wins by saving Gondor; so, it's possible for both to win, but if Gondor gets destroyed, then even if Frodo destroys the Ring, Boromir wouldn't win. What I was trying to get at with the game was the idea that asymmetry in the goals of the players would potentially create an impetus for the players to deviate from the "script" of the books.

I actually have a few cute ideas for this game, but I assume the LotR games well has dried up by now, so I may try to port them over to some original game. But the broader point is that there may be some potential for a game where players are on the same team but have different individual goals...

-Jeff

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jwarrend wrote:

I actually have a few cute ideas for this game, but I assume the LotR games well has dried up by now, so I may try to port them over to some original game. But the broader point is that there may be some potential for a game where players are on the same team but have different individual goals...

You could probably guess I'd say this, but I don't think the 'well is dry' as you indicate. There have been a few LotR games put out coincident witht he movies, a CCG, a cooperative game, and some other less widespread or popular games (and I'm sure some Chutes and Ladders clone as well).

From the sound of it, your game is obviously dissimilar to all of those, so simply because it's about LotR doesn't mean it's not worth persuing (if you indeed have a way to make interesting asymmetric player goals).

Frankly, I haven't been too impressed with any of the LotR games out there, so if you can impress me with your game then maybe you've got something!

- Seth

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cooperative play - opinions?

sedjtroll wrote:

You could probably guess I'd say this, but I don't think the 'well is dry' as you indicate. There have been a few LotR games put out coincident witht he movies, a CCG, a cooperative game, and some other less widespread or popular games (and I'm sure some Chutes and Ladders clone as well).

Don't forget "Lord of the Rings Monopoly"!

Quote:

From the sound of it, your game is obviously dissimilar to all of those, so simply because it's about LotR doesn't mean it's not worth persuing

That's quite true, and indeed, this game wouldn't necessarily be intended for the publication route anyway, more of a fun design challenge: making the "ultimate" LotR game. This one will probably be closest in feel to the upcoming "War of the Ring" game, which sounds absolutely fantastic, and that's probably the closest thing to a project-killer on my end, but the other problem is that my game will likely be like Dune or Diplomacy in that you really need the full group of players for it to work, and in my case, that will be 6. So, the question for me is whether I want to plug ahead with a game that will be hard to playtest, or take the ideas I've developed and find a new (or multiple) home for them. The answer is probably "both", and I'll share some of these mechanics at some later time. Nothing earth-shattering, but one that I came up with the other day is a way of resolving actions variably without dice, in a way that I at least haven't seen before. I'll probably start a new thread to discuss it at some point...

-J

Anonymous
cooperative play - opinions?

sedjtroll wrote:
SiskNY wrote:
When I play [Lord of the Rings], I always try to beat my previous achievement (since I haven't yet been able to beat the game!!).

No offense, but how could you not?

Wow...we had to pay as a group of 3-4 players well over a dozen times to beat it. Maybe we were not cooperating well enough. My group is a generally competitive cut throat group :P

Kreitler
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Re: cooperative play - opinions?

BTBarney wrote:
IWhat are y'all's considered opinion when it comes to cooperative play? Any experiences when it comes to playtests? Have you encountered any general hurdles when it comes to implementing co-op play, and if so, were they surmountable and how?

Hey Brian,
I hope this post isn't too late to be useful.
I've recently been playtesting a cooperative "campy-survive-relentless-waves-of-Zombies"-type card game (tried it on 4 groups, so far). Players are trying to beat the clock (kill off all Zombies before sunrise), which is probably a mechanic you wouldn't want to use, so my experience might not relate too much. Nevertheless, I'll say that the various groups on which I tried it seemed to like it.

There are a couple of ways it enforces co-op play. First, even though every player has his own group of Zombies to deal with, if *any* zombie remains in *any* group when the sun rises, everybody loses. Second, ranged attacks let you hit zombies in other peoples' groups, so you can help your buddies if need be. Third, you can play first aid supplies on everyone *except* yourself.

Victory definitely depends "on the people you game with" (as quoted above RE:LoTR). I had one group where one guy insisted on killing as many of his own zombies as he could every turn, regardless of his teammates' situations. They never won.

Which makes an important point RE:co-op games -- whereas competitive games might be "ruined" by the presence of a poor-sport, co-op games can be rendered less enjoyable by people who by nature don't "get" the idea of working with others, even though they might otherwise be competent and amiable.

I hope that's somehow useful info.

K.

Dralius
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cooperative play - opinions?

I have never given the idea of designing cooperative games much thought, that is until recently, since I have never cared much for them myself. My sister is a teacher of 3 year olds and asked me if I know any games for that age group that emphasizes cooperation or at least down plays the competitiveness that she feels is instinctual and does not need to be taught. I didn’t know of any and after thinking about it came to the conclusion that I didn’t know how to make one either.

Good points about cooperative goal games.

Every one wins or looses. No one feels like they were ganged up on. Sense of community.

Unfortunately that is the only up side I could think of. I never play cooperative games and I still feel a great sense of community with my gaming groups. Feeling ganged up on or left out is an issue of emotional maturity.

The down side

Replay: Even with random features like card drawing or dice rolls the game is just a puzzle and once solved the fun ends. If it’s not solvable because of the random features then the game is pointless and you might as well just roll some dice to see if you win or loose. There is an unless I should add to this. (Unless the random element/s always allow for a solution that can’t be planed for by any one strategy and requiring that all players are engaged in useful decision making to win.)

Since I have yet to find a cooperative game that is actually fun not just a past time, good games are not just ways to keep busy, i will play the LoTR game to see what it has to offer and unless it blows me away with it elegant design and wonderful depth of play I will embark on a Quest, not for a ring but for a better game. There must be a way to do this and if it exists without some electronic aid I shall find it.

Oh then again I have several other designs I am working on that I must finish first and the website to update and a few cons to go to and a day job. Well I get to it some day.

Kreitler
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cooperative play - opinions?

Dralius wrote:
Replay: Even with random features like card drawing or dice rolls the game is just a puzzle and once solved the fun ends. If it’s not solvable because of the random features then the game is pointless and you might as well just roll some dice to see if you win or loose. There is an unless I should add to this. (Unless the random element/s always allow for a solution that can’t be planed for by any one strategy and requiring that all players are engaged in useful decision making to win.)

Hmmm...I'm not entirely sure this is fair. To some degree, you could make the same argument against competitive games -- the "solution space" for any set of rules favors certain types of thinking/action. To which everyone replies, "yes...BUT...you can't really predict that actions of the other players, and they change the way the game plays".

That's true, but it's no less true of co-op games. In one of my co-op play tests (mentioned above), there was a "selfish guy" who never helped his buddies. That really changed the game dynamic and forced everyone to play differently to compensate. In a later playtest, we had the "forgetful guy" who, under a consistent set of circumstances, would forget to cover his buddy's back. Again, this significantly altered the experience and forced the rest of the players to "think outside the box", adopting new strategies to compensate for the problem.

In an interesting way, this does show a difference between competitive and co-op games: in the former, we are most often forced to work around other players' strengths, while in co-op games, we are forced to work around their weaknesses...

K.

jwarrend
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cooperative play - opinions?

Dralius wrote:

Since I have yet to find a cooperative game that is actually fun not just a past time, good games are not just ways to keep busy, i will play the LoTR game to see what it has to offer and unless it blows me away with it elegant design and wonderful depth of play I will embark on a Quest, not for a ring but for a better game. There must be a way to do this and if it exists without some electronic aid I shall find it.

Well, I wouldn't wait till you've played LotR to embark on this quest-- go for it! In my opinion, Lord of the Rings is probably the best-designed game I have ever played, competitive or cooperative. It's a masterful blend of clever mechanics and exquisite theme evocation.

I suspect it may suffer from the "solvability" issue you mentioned, but the game can always be made harder by adjusting Sauron's starting position or by adding any or all of the various expansions that are available. I should note here that it's never given a replay problem for me because I've only played it on an occasional basis. For a group that played every week for a few months, it might not hold up, but not many games would.

It's worth checking out, as I am pretty sure that designing a better cooperative game than LotR would be quite an accomplishment indeed! If you can pull it off, you will definitely became famous (in a relatively small circle of people, but famous nonetheless!)

Good luck,

Jeff

Oh then again I have several other designs I am working on that I must finish first and the website to update and a few cons to go to and a day job. Well I get to it some day.

Dralius
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cooperative play - opinions?

Kreitler

The point I was making was not about players at all. I was referring to the rules set. Regardless of who is playing the game it needs to be solvable, not to everyone that might play it, but solvable nonetheless. If a player makes a mistake in a cooperative game it is no different to them making in a competitive game. Either way it is a matter of how many mistakes you can make and still win against your opponent. In this case it would be the game not a person you are working to overcome. A game that you can’t win because of a random set-up even if you make no mistakes is a broken game.

I find your play testing experiences with unpredictable players interesting. Maybe you can start a post just about that and see who else has encountered it.

Kreitler
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cooperative play - opinions?

Dralius,

I re-read the post in light of your reply, and now I get it. Yes, it's hard to develop a set of random conditions that is always solvable. It's also hard to develop ones that aren't at times too easy.

I don't think this is unique to co-op games. Solitaire (and, by extension, most computer) games have the same problem.

Competitive games can have the same trouble. Consider yahtzee. Everything is random -- there's strategy in mitigating risk, but ultimately, no matter how well you play, sometimes you just lose.

In the end, I think the key to designing "good" games of all three types -- co-op, competitive, and solitaire -- boils down to making the *process* of "the struggle" enjoyable even when you don't win.

K.

Kreitler
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cooperative play - opinions?

Dralius wrote:
I find your play testing experiences with unpredictable players interesting. Maybe you can start a post just about that and see who else has encountered it.

Good idea. I'll give it a whirl.

K.

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