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Co-operative Games - how often should inexperienced players lose?

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lewpuls
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This question may interest some. I have been spending time lately with co-operative tabletop games, though more wargames than the typical Euroish co-op.

How often should inexperienced players lose a co-operative game? Co-ops are puzzles, and with time good players will solve the puzzle. (A friend says he guarantees a win in Pandemic unless one of three or four bad cards comes out early. He's solved it.) If it's too easy, I think players will just play once or twice and pass it by. If it's too hard, players may just move on to the next game.

I also think wargamers (those who don't sneer at co-ops) are more persistent than other tabletop gamers.

So what do you think? What percentage of the time should the players lose the game early on?

questccg
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About Pandemic

While someone you may know has "solved" the Pandemic Puzzle... I am here to testify that playing the ORIGINAL Edition of the game with 5 Players instead of 4, GREATLY increases the odds of winning the game!

The first time I played, we (the group) had five (5) players although the game was only allowing 2-4 players... We still WON the game. FIRST TIME!

It has to do greatly with the abilities of each player. I guess FIVE (5) just meant that we chose our ROLES (out of 7) so we could easily WIN with the given roles.

So while it may be a Puzzle to some... It's really about NOT having sufficient ROLE abilities to complete the game and eradicate the viruses. I'm not so sure about individual "bad cards", I never looked into the game further once I realized the true trick is to have 5 or more players in the game ... And your odds of winning will dramatically INCREASE!

Just some of my observations while playing 5 players...

questccg
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My own perspective to you...

lewpuls wrote:
...What percentage of the time should the players lose the game early on?

If it's cooperative, it means players need to play TOGETHER to WIN. As per my thoughts ATM there are a lot of factors. One is duration of play.

How INVESTED are your players?

There is a difference between 30 minutes, 60 minutes and over 90 minutes. The more INVESTED the players are, the more likely the will play until Victory or a Loss.

Meanwhile shorter games that end within 30 minutes may END quicker... But may not prove to be as CAPTIVATING. This lends to your whole: "...but will the players want to play AGAIN...?"

I did not answer your question ... I will do that now...

I think the thing that bothers me is the whole "early on" aspect. Like I said the more players are INVESTED into the game... the more likely they will push forwards, win or lose. And I think that "early on" losses are not very "encouraging". I get it, you don't know the rules well, you don't know the work-arounds, you don't know what awaits you, etc.

Its because of first timers IGNORANCE that you say they should "lose early on..." I personally don't like that. If it was a 120 minute game (2 hours) and the players were on their seats the entire time... My GUARANTEE THAT game will get played AGAIN especially if the players LOST!

It's like my Pandemic example of having a fifth (5th) Player to beat the game more easily. But it doesn't at all motivate me to want to PLAY AGAIN! We won and I understood how challenging the game could be...

So losing after 30 minutes (lose early) versus lose after 120 minutes (an experience which is more cherished) has a dramatic difference in end-result.

Why do you want the players to "lose early"???

Even in a Wargame... They may not DEFEAT the Final Boss (because they are to novice to be properly prepared for such a battle) ... But at LEAST they got there! The odds were stacked against them... But the next time they play... Perhaps they will be better prepared.

My problem is with the whole "early" aspect of the question.

Nobody wants to LOSE EARLY. If so, the odds are some players will think the game is TOO HARD and never play the game again. You need to strike a balance between HARD and POSSIBLE. And drop the whole "early" loss in a CO-OP game is of interest to NO-ONE.

It's got to be challenging and in the END, DIFFICULT.

To answer your question, I propose a CHART:

This chart says that Players should progress relatively quickly early on in a game. And then slow down as the AI progress reaches a tipping point (Position #10). Where the AI progress increases ABOVE the players progress making the game MORE CHALLENGING and a bit HARD to play. Until at some point (the end Position #15) where the Players close the GAP and "Beat the game".

That's why I was a bit unsure about the whole "EARLY ON". This GRAPH, although not perfect, clearly demonstrates how a CO-OP game should evolve. Towards the END it's TOUGH going and very challenging... But the Players are REWARDED more in the last few rounds much like the starting few rounds... Giving them HOPE that IF they just manage to make it a few more rounds... They may yet WIN the game.

Again everything presented here is just "theory" and one designer's perspective. Cheers!

Note #1: I THINK the graph is right in saying that 2/3 (1 to 10) of the game the players are in control with increasing difficulty from the game. The last 1/3 (10 to 15) is a bit chaotic and very challenging... I think this graph does a good job of expressing my own perspective to you!

Note #2: And although the Player Progress resembles the progress of your successful Kickstarter (KS) this is just a coincidence. I knew already what that curve would look like based on HOW I explained the AI progress as compared to the Players. Just a coincidence...

Note #3: Clearly EARLY-ON you want to give the players the impression that they are "invincible" that early on they are riding high and will totally rule the game. However as the game progresses those feeling of being "invincible" become less apparent as the AI Progress gains more and more ground on the players.

I think that's what MAKES for an EPIC CO-OP game. Anyone can play, but few will reach the end and even fewer will WIN the game (in the end). Getting to the END is in-itself an accomplishment ... But winning is something very special and should occur once and a while... With a lucky die roll too... (Just to piss most deterministic people off) LOL

Note #4: You may also want to penalize players for making the wrong "choice" or "poor decisions" early on which may impact the game further down-the-line. They may not affect players in the beginning ... But as time progresses those "few losses" in the beginning become real handicaps towards the near-end...

Note #5: Players should NEVER be rewarded for "poor play" ... But at the same time, when it is their first time playing NOT understanding the consequence of "poor outcomes" (and/or decisions) can be critical further on in the end-game.

But to directly answer: "What percentage of the time should the players lose the game early on?"

My answer is 0% (1/3 of the game). 75% (2/3 of the game) and 90% (3/3 of the game). 10% are VICTORIOUS (CO-OP together).

So the answer to YOUR question is 0%. Overall 90% should lose (Playing the game). And 10% should WIN (a hard fought victory)!

Man_Over_Game
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Perhaps I'm putting it too

Perhaps I'm putting it too simply, but I think the solution is assuming that there's no such thing as "too easy" for 1st time players, so make that an option.

The sooner players are able to get into the flow of the game, the sooner they'll be able to predict the upcoming problems instead of just learning the rules.

So on the easiest difficulty, I think that an average player (for your audience) should lose only like 20% of the time. It's enough to make it so that a player will lose if he makes dumb mistakes, but far forgiving enough to allow those mistakes and allow players to recover. Having victory be so close during those early games encourages you to push through.

Everyone enjoys playing an easy game the first time. It's when they get too bored that they stop playing that causes a problem for those easier games.

So have several, very distant difficulty options that go from "Too Easy" to "Dear God What Were We Thinking" and don't compromise.

AdamRobinGames-ARG
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This is a challenge I am working through

I am working on a co-operative game that can also be played as a competitive co-op. Additionally, one deck can be swapped out to require different strategies and provide differing difficulty levels. The game is an optimization puzzle. So in the beginning the purely co-operative play will aid inexperienced players to learn the game, but the competitive element in the variant may cause players to risk reducing optimization to try and get ahead. So after the puzzle is "solved" for each deck in the purely co-op mode, I'm hoping players will still have interest in the competitive play.

In my limited play testing, I have yet to have the players win, but they were very close nearly every time. Based on feedback, I need to add mini prizes for the individual victories, but otherwise had decent interest. So I am working on refining the rules for clarity and tinkering with balance. Despite losing, most of the players we're eager to see the next iteration. So I don't think it's necessarily a deterrent for inexperienced players to lose the first time or two, so long as they see a potential path to victory in the first few games.

let-off studios
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Challenge Spectrum

Man_Over_Game wrote:
So have several, very distant difficulty options that go from "Too Easy" to "Dear God What Were We Thinking" and don't compromise.
To sum it up: I like this "spectrum of difficulty levels" a lot.

I liken this approach to video game design, and the common principle of: "make the first stage stupid-easy." It's a self-explanatory concept. That would be the far end of the spectrum. An inevitably-impossible high-score attack would be at the opposite end of the spectrum.

A unique quality of cooperative games is that if one person cheats, then it becomes easier for everyone. However, if the group wants a challenge, then everyone cooperates (surprise!) to test the group's effectiveness. It's ultimately up to the group whether or not they are comfortable with losing on their first or further attempts at the game.

I think a better approach to game design in general is "One versus many," where there's always a human component to one's opposition. But that's going a bit far afield from the original topic.

Juzek
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I think alot of it depends on

I think alot of it depends on your target audience, and thus theme. If your game is a sci-fi horror game, player should probably loose more than half the time. If you are targeting an entry to gaming group, target more like 20%.

Along this line, I will second anyone who suggested giving options for ramping dificulty

The more important thing though, is that if your players loose, they can think of some choice they could have made differently so they could have won. They need a sense of agency, otherwise the randomness in the game will feel too controlling

X3M
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Wargames Co-op

When we receive a new player for our wargame.
We also give this new player some options with an explanation.

From this, the new player can actually select a difficulty to begin with. Which is most likely, the number of different units and structures to learn with.

I don't know about how big the chances are for the new player to actually loose. But depending on the choice, experienced players are more and more needed. So the victory is more or less depending on the experienced players and the chosen difficulty.

There are co-op games, where victory is 100% guaranteed. But these are truly a first look at the game.
"The Balistic missile, the Artillery and the Mega machine gun" aka "BAM". All 3 outranging the different enemy structures. So that a player can learn the difference of the damage types.

The hardest missions with co-op has AI that can rebuild any loss in the very next round. Only the new player would be the extra edge. And because of this, a small mistake by experienced players might lead to the experienced players to start loosing ground. With the new player being the last one standing.

We love to have different factions.
The new player would have a faction with all the specialists every time.

The Professor
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Interesting Question

As I've both played, designed, and developed co-op games, I generally agree with the premise that it's harder for newer players, but at no time should a co-op (like a wargame played solo) be solvable.

Yes, it's a puzzle, but not at all in the same way as an actual jigsaw puzzle. There are definitely elements revealed over multiple plays/attempts, but a good co-op should never reward anyone with a guaranteed victory, even at 80% or higher. Generally, new folks will have a 10% of chance of winning and that climbs quickly into the the 20%-40% range, with a high end topping off in the mid-to-high 60% range. If I can never lose, it's time to sell off that game equal to that with a 10% chance of success.

pelle
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I think the ideal is what

I think the ideal is what traditional roguelikes usually aim for. New player will die a horrible death on the first level, almost right away. You MIGHT be able to win the game after 100 attempts.

However that does not mean you will not improve over that time. You might make it to level 3 or something after 10 attempts. You will feel that you are improving every time, learning more and more about how to win the game ("solving the puzzle" if you want to call it that... but that seems like a not great way of putting it).

I never won any of those games. I really enjoy playing a simple roguelike like Brogue every now and then. I have never been close to winning. But I feel like I slowly progress, and if I kept practicing I will eventually be able to win.

And the good players, they compete against each other in how far beyond winning they can go (like in the case of Brogue, instead of returning to the surface to win after finding the amulet on level 26, they keep going further down to pick up bonus bragging points ("lumenstones") and there is even an extra "mastery" achievement that the best players can reach much further down in the dungeon).

Similarly the best players in Nethack compete in how many times in a row they can win the game. I think the be records are around 20 times? That is insane considering how impossible that game is for a beginner.

I did not realize this in the past. I always knew that if I win a game on the first or second attempt I will lose interest. But for a long time I thought there was some kind of optimal win % that a game needs. Like maybe 33% or 50%? But now I think that is not right. I think it interesting stat is how many times (10? 100?) a new player needs to play the game to have a chance of winning AT ALL, but that if the game is good it will eventually become possible to win with almost certainty.

Like if I play chess against a bad computer AI. At first, as bad as I am now, I will always lose. But if I kept practicing I would eventually learn enough (I hope) to win. And eventually I will be good enough that I can win almost every time. THAT is exactly what I think a great solo or coop boardgame should be like. Not randomly allow even a new player to win (and then randomly prevent a good player from winning).

let-off studios
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Just Hard Enough

Were I to put my personal stamp on a game in terms of a co-op I'd like to play often, I would want to have an overall 33% win record. One outta three would be satisfactory enough for me.

I would also like to be able to increase the challenge level in small increments, either through baked-in difficulty tiers, or house rules. Any more difficult and I would likely shelf it or math trade it. Any easier, and I would likely teach it to younger players or make my own house rules anyway, were I to find it captivating enough otherwise.

questccg
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Not sure I agree 100% :P

let-off studios wrote:
...I would want to have an overall 33% win record. One outta three would be satisfactory enough for me.

Are you sure about that??? It's a CO-OP game. Once you BEAT IT ... It will hardly have any replay value unless you have a different play group.

I still think 1 in 10 is a better ratio for game's longevity and in the minds of the players who played and LOST the game.

CO-OP have a funny aspect which is ONCE you BEAT IT... You OFTEN don't want to play that game again. I mean we beat Pandemic on the first try... And I don't want to play it again. I get it... Outbreaks and viruses everywhere. If you have the right 5 players ... its rather manageable.

So I'm not convinced about your 1 in 3 WIN ratio... Seems too high. But hey, that's your personal opinion...

Cheers!

X3M
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variation

Increases playability.
Although, you can assure you reach the 33%.

let-off studios
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My Opinion Stinks...

questccg wrote:
Are you sure about that??? It's a CO-OP game. Once you BEAT IT ... It will hardly have any replay value unless you have a different play group.
Well, we are talking about personal preferences here, right? I think it's worth noting that there seems to be a significant number of players who play games for reasons other than winning it.

Dark Venture comes to mind (though I've only played this on a virtual tabletop and would likely want to play only the analog version of it from now on). It's a game that can be played co-op, solo, or competitively. I also used to play Thunderstone solo quite a bit, for literally hours at a time. Because the story and/or narrative component of those games is so strong - and variable - I can dig in for some serious entertainment: challenge, critical thinking, choice-making, and storytelling.

If I feel like one round was too easy to beat, I turn it up a notch with one of the many variables. If I was completely hammered by the opposition, I either try again with some tweaks to my own strategy, or I dial the challenge level back a bit.

For me (and again, admittedly we're discussing personal opinions at this point), a cooperative game or a solo game - essentially any time it's players versus the game itself - the fun comes from the interactions between the players first, then between the players and the system second.

If it's a co-op and I'm having fun with the players I'm playing along with, sure I'll give it another go (whether or not we "win"). If it's a slog or an impossible game for us to beat, in general we'll play again for one of two reasons: we can adjust the challenge level, or the story is so compelling and entertaining that it becomes the main draw of the game, instead of the win.

I think my history with D&D from the '80s to the early '00s has a lot to do with this, now that I think on it. It was okay when your character was vaporized by a fireball or whatever because the story you and your friends were making at the time was so fun to be part of. Plus, rolling-up a new character was easy enough to do (which is a strong asset of the game system itself, and quick on-boarding a very tabletop-game-like convention).

questccg
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Man I should have asked YOU to do the "review"!

You would have loved "Space Kraken"... Daniel (@Man_Over_Game) will be getting the gamebook (I promised to mail it out this week) after discussions between him and Adam (@AdamRobinGamesARG) ... It was a question of first come, first served.

If you like RPGs... I'm sure you'd LOVE "Space Kraken". See I'm on the other side of things. I like simple rules and generally speaking more simple games. As such that how I design games. I enjoy playtesting my own games "ad nauseum". They don't bore me, because generally speaking they are what "I LIKE".

I don't think your opinion stinks either. I just wanted an explanation... If indeed you enjoy the "story" components ... Well then you wouldn't like a game like Pandemic. It's got no real story. Heck it's almost a Euro if you don't count the world map and destinations are being the storyline unfolding before you... There isn't much in terms of evolution of some kind of storyline. It's just a GAME. Or as Lewis puts it a PUZZLE.

You'd have to PLAY pandemic and then compare it to those STORY-Games.

Because those kind of CO-OP games are not at all very VARIED. Sure the outbreaks occur at different locations, yes you shuffled the outbreaks when you reach a certain card and then yes the locations with outbreaks will spread to nearby locations... It's not that it is NOT creative... It's just because it's the SAME thing every time.

Meanwhile a gamebook like "Space Kraken" is all about ADVENTURE and STORYLINES to follow and freeform exploration of a planet, station, etc. You really have the room for OPTIONS like an RPG. Well that's the gist of it: It's a Science Fiction Dungeon Crawler. So an RPG-in-a-book... It takes about 8 to 10 hours to complete one playthru ... And there are different modes: simulation, IRL, etc. The difficulty comes from where you can STOP and put the book away. The simulation allows you to close it at ANY time. Whereas the "IRL" (In-Real-Life) mode forces you to play until you reach a save station...

This is like your D&D Adventures but Sci-Fi... It's also a SOLO gamebook. Meaning that you play mostly solitary. (But it can be played multi-player too: up to 4 players).

Anyhow this is a digression ... What I wanted to know was what you thought about CO-OP games and what kinds of games you have played that match the criteria in the OP. And story-heavy games were NOT the ones that I was thinking about. As Lewis said he explained how a friend "solved" Pandemic...

If you compare Pandemic (the game) to RPGs ... You'll see that there is a STARK difference. Pandemic is just a GAME. RPGs have all kinds of stories and rich with quests, missions, dungeons, bosses, etc. Pandemic has none of this. Just cities on the world map and outbreaks that spread to adjacent locations if you don't have a character who can reduce the outbreaks...

In any event, I suggest you and your group PLAY "Pandemic". It's a good game (the "core"/original) and then tell me your thoughts. You'll see this KIND of CO-OP game is very different. And I'd be surprised if you said anything other than: "I'd play the game every now and then..."

Regards!

let-off studios
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Pandemic = Worst of Three

questccg wrote:
You'd have to PLAY pandemic and then compare it to those STORY-Games. [...] You'll see this KIND of CO-OP game is very different.
Oh yes, I played the original Pandemic a fair amount, but didn't like the card system. I played Forbidden Island and thought it was a much stronger, tighter design. Then I played Forbidden Desert and I think that's my favourite of the three. It's the only one I still have a copy of on my shelf, though in retrospect I wish I had hung on to Forbidden Island as well, sometimes.

I completely understand why I might have given the impression I was talking about RPGs instead. My apologies. To be clear: I have played Pandemic and other games like it. In my opinion it's definitely not the strongest of the co-op games I have played, but I think it set the foundation for the altogether superior Forbidden Desert, which I enjoy - and have played - a lot.

questccg
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Hodge Podge

let-off studios wrote:
Oh yes, I played the original Pandemic a fair amount, but didn't like the card system...

What did you think about Pandemic "re-playability" value??? I can picture playing the game and losing rather easily even IF we beat the game the first time that I had played it. BUT to be fair, we did cheat with five (5) players as the game states from 2 to 4 players.

I honestly think, had we LOST ... I may be more inclined to PLAY AGAIN. But since we beat the game ... I don't really see the appeal to play it some more. It's a CO-OP game ... And if I was to compare it with competitive games (Player vs. Player) I think that competitive play encourages more of a "You beat me X times and I've won Y times." It doesn't become so much about ONLY the game.

Like for example "Forbidden Desert" card layout looks similar to "Crystal Heroes" end-game layout (when both players have played all their Game Tiles). Since it's a competitive game which a Tactical layer ... The goal becomes "What Crystals are in the area of play" and what dice rolls do I get for collecting "Crystals". So there is some LUCK (dice rolling) which makes the game LESS "deterministic" and a bit about chance... It also matters which crystals you get to choose from at each victorious conquest.

The bottom line, IMHO, I think competitive games have much HIGHER replayability ... Because it's NOT about the GAME ... It's about the interaction between the players. When you BEAT a CO-OP game, it's like understanding how the "motor" was built. Afterwards there is no mystery in the game itself: you know HOW to beat it.

Competitive games are always VERSUS an opponent. So the experiences are different in how each player approaches the game.

CO-OP games are like always playing the SAME AI opponent. It's generally the same thing over and over or more of the same. I've designed a CO-OP scenario for TradeWorlds (TW) and I modeled it on the SOLO Derelict scenario. Basically it expands on the SOLO scenario for up to 4 players. How? Well the lose-goal for 1-Player is when the Derelict reaches "6" for the "Critical Mass". For 2-Players is "10" and for 3+ Players is "12". So the game works WELL as a SOLO scenario... And collectively, 4-Players can get a similar feel with "4 x 3" = "12" for the Critical Mass.

It's not that easy. The SOLO scenario is rather "challenging" but can be beaten. The 4-Player version is even HARDER because of the odds. But that's the thing... For the CO-OP scenario to be FUN ... Players must lose and try to figure out HOW to OPTIMIZE their moves and hope for some LUCKY rolls too!

But it's a CO-OP game blended in with all the other Scenarios ... Which gives TW high replayability. You can vary what you play... More expansions mean alternative ways to WIN the game... And you have from 1 to 4 Players worthwhile of competitiveness.

I'm just saying that GAMES designed as CO-OP are a bit "handicapped". I am working on such a "CO-OP" game in which there are 27 distinct scenarios. Which means even though it is a CO-OP game... There are 27 ways that the game plays and it is random until the end of the FIRST (1st) phase. That to me feels like "replayability"... Because it's rarely the SAME scenario you play. And remember you can LOSE too! If the scenario is a harder one... The players may lose and then wait until the scenario comes up AGAIN to say: "Hmm... We've played this before and lost. Let's figure out what we did wrong and try to win this time!"

Anyhow TL;DR probably. Enough said.

Man_Over_Game
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'Too Difficult' can be a big problem in multiplayer games...

One thing I've noticed is that the games that effectively force blame onto the player (through telegraphing, obvious consequences of actions, etc) are generally known for being "Good Games". When a player knows what they did wrong, they try to learn why, do it better, and feel rewarded when they surpass their prior selves.

But there's a particular challenge with making a difficult game with multiple players: People naturally deflect blame unless they have to accept it.

This is important because we're talking about a cooperative game, meaning multiple players, meaning multiple options to deflect blame. It can create a layer of toxicity when a party feels like they're failing because of an ally. You see this all the time with MOBAs. The fact that each player can blame their faults on 90% of the players in the game makes it easy to reject learning or deflect blame instead of enjoying the game and becoming a better player like they would in a single-player game like Hades.

It also already takes additional effort to include more players into a game and coordinate with one another, which is why a lot of games (3d Mario games, Arkham Horror) become easier with more players. You can scale up the difficulty with the number of players, but that can actually increase the difficulty and stress on the original player due to the requirements for coordination and the possibility to blame their friends on failure.

I just played Children of Morta with my wife, and it ran into this same issue. Although it's more fun with a friend (and some characters can only function correctly in co-op), the game is much harder and soon my wife just had more fun playing by herself than she did waiting for me to join just to play an insanely difficult game (which was fair, it's a very repetitive game).

So, my thoughts are to either:

  • Have an option that's too easy, or make the game generally easier with more players.

  • Make sure that individuals have the chance to learn from some of their mistakes as individuals. Bonus points if you can find a way to make the lesson obvious to only the player at fault.

This either encourages folks to enjoy playing with worse players (and not needing to be controlling in order to win), OR it helps players become better without assistance to create trust within the party.

You want to avoid a situation where a player feels powerless. Usually, that happens with PvP games, like MtG, but it sure as heck can happen in cooperative games, too. We probably don't have that problem - we are all a bunch of nerds - but we aren't the only ones playing our board games.

X3M
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(Un)written rules

Why not make a list of things to think of before designing a co-op?

Ways to improve the interaction between players.
Ways to improve replayability.

questccg
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Makes sense

X3M wrote:
...Ways to improve replayability.

I think for one, like Daniel and Stephen both mentioned, story-driven games can be "merged" with RPG adventures to offer more than one outcome during play. Kind of like your "Choose Your Own Adventure" books where the way you reach the end varies with the storylines that you embark upon. This means that you need PARALELL adventures sub-stories or plots which all help you progress on the overall "storyline" and/or adventure.

That would be my contribution towards making a CO-OP more replayable.

Man_Over_Game
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Not sure what the word is for

X3M wrote:
Ways to improve replayability.

Not sure what the word is for it, but a lot of games pull this off through mechanics that influence multiple moving parts.

Basically, look at every game by Days of Wonder.

Taking Ticket to Ride for example. In it, players spend resources to buy roads to complete routes for points. A road that one player bought can't be used by another, causing the game to become more and more challenging to complete your routes over time.

The chaos created from players all passively trying to complete their individual goals also ends up forcing each player to adapt around each-other's actions. Even if it's a non-aggressive play, it can still royally mess with your plans.

Even though it's a fairly simple game, each decision from a player influences the decisions of others, and early-game decisions directly influence actions you take later on.

They then repeat this formula with basically all of their games, from Smallworlds to 7 Wonders, with just varying levels of complexity and methods of gameplay (SW being Risk while 7W is Civilization), and make some excellently replayable games as a result.

Now, DoW generally makes PvP games, but you can take those same ideals and apply them to a cooperative game.

To put it simply, have players (accidentally) mess up each -other's plans, and have enough means to solve a problem that the players are better incentivized to change plans than they are to power through the problems. That methodical chaos (and the need to adapt) is exactly the reason why Roguelikes (the kings of "Replayability") are so popular, so I think it's best to follow that example.

Weirdly enough, I've noticed that class-based games (like Arkham Horror) have fairly low replayability, since classes often require a player to succeed in a specific way, which means they're sucking it up during low moments instead of figuring out how to adapt (since doing something you're not specialized in is rarely worth it).

Adaptation means new gameplay, and vice-versa.

Great question!

questccg
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Limiting a type of "resource" I believe is what you mean

Man_Over_Game wrote:
Not sure what the word is for it, but a lot of games pull this off through mechanics that influence multiple moving parts.

Basically, look at every game by Days of Wonder.

Taking Ticket to Ride for example. In it, players spend resources to buy roads to complete routes for points. A road that one player bought can't be used by another, causing the game to become more and more challenging to complete your routes over time.

The chaos created from players all passively trying to complete their individual goals also ends up forcing each player to adapt around each-other's actions. Even if it's a non-aggressive play, it can still royally mess with your plans.

Even though it's a fairly simple game, each decision from a player influences the decisions of others, and early-game decisions directly influence actions you take later on.

Not sure if my interpretation is the SAME or not. But these types of games LIMIT the resources... Or force players to make choices in terms of what resources they will decide to go after and have to plan things out if say another player has or messes up similar plans.

But we were talking about CO-OP games ... Not versus games. So "Ticket To Ride" doesn't apply because it's replayability in CO-OP games which is the focus of the topic.

Note that you says similar mechanics/approaches may be used in CO-OP games too... But you really need to focus on the AI of the game itself. And that's why I think you'll LOVE "Space Kraken" because it is a Roguelike gamebook. When the game is on "Pause" that's your opportunity to take on your OWN parallel adventure which is custom tailored to your experience. Meaning each player may embark on different "missions" (or adventures) which are classically different from each other: one might want to explore a Space Station, Another Player may engage Alien Spacecraft, etc.

It really becomes an adventure of what YOU want to experience and TRY.

That was an aside, BTW. Just reading your comment makes me feel like the right person is getting to review "Space Kraken". I don't know if you play a lot of RPGs ... But you did say that you like Roguelike games. This gamebook is marketed as being "Roguelike"...

So my gut is saying you're a definite match to play! Cheers oh and BTW I will try to send out the book tomorrow (I will print the labels and got to the Post Office and get it on it's way).

let-off studios
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Classes vs. Generic Avatars

Man_Over_Game wrote:
Weirdly enough, I've noticed that class-based games (like Arkham Horror) have fairly low replayability, since classes often require a player to succeed in a specific way, which means they're sucking it up during low moments instead of figuring out how to adapt (since doing something you're not specialized in is rarely worth it).
I think this is definitely a worthwhile point to bring up.

Removing the restrictions of a class-based system means that all players potentially have access to all options in the game. That autonomy and flexibility, however, means that the play group must make decisions about "who will do what," or who will carry a specific piece of equipment, who will take the front rank, who will be left behind to guard the fort, etc.

There's no longer an obvious choice in skill- or ability-based decisions or scenarios. This flies in the face of games that I've previously complimented, such as Forbidden Island or Forbidden Desert, and I wonder if those games started in the prototype stage with generic players, and it was only after playtesting that the specialized roles emerged/evolved.

questccg
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I wanted to add something

My CO-OP game with 27 Scenario is a "Crime-related" Murder discovery game. Players take on the role of investigators and move around the 25 location grid. But I wanted to SHARE one particular aspect:

You and your fellow players SHARE tokens.

Why? Because you ROLL the Custom Dice and then figure out WHICH "Token" you prefer moving depending on the position of the tokens in the play area.

Which means that Tokens are SHARED. NOT like Player #1 = Red, Player #2 = Green, etc. Players control three (3) Patrol Units that move around the play area (It's not a board, it's 25 locations instead with the Police HQ at the middle of the board).

So no CLASSES or SPECIALIZATIONS... Everyone is a COP ... And you control what is most advantageous for you (on that turn based on the dice roll)!

Does anyone think this DISTINCTION make any more sense or adds to replayability???

Because I guess choosing the wrong Token can get a Patrol "in trouble" and get "gunned down" which would be a big "X" on that player's poor decision or outcome...?! It was not intentional but could set back the entire GROUP. I'm hoping that this doesn't lead to any form of "quarterbacking".

Man_Over_Game
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let-off studios

let-off studios wrote:
Man_Over_Game wrote:
Weirdly enough, I've noticed that class-based games (like Arkham Horror) have fairly low replayability, since classes often require a player to succeed in a specific way, which means they're sucking it up during low moments instead of figuring out how to adapt (since doing something you're not specialized in is rarely worth it).
I think this is definitely a worthwhile point to bring up.

Removing the restrictions of a class-based system means that all players potentially have access to all options in the game. That autonomy and flexibility, however, means that the play group must make decisions about "who will do what," or who will carry a specific piece of equipment, who will take the front rank, who will be left behind to guard the fort, etc.

There's no longer an obvious choice in skill- or ability-based decisions or scenarios. This flies in the face of games that I've previously complimented, such as Forbidden Island or Forbidden Desert, and I wonder if those games started in the prototype stage with generic players, and it was only after playtesting that the specialized roles emerged/evolved.

It's an interesting parallel to life: Just because you can do everything from the same starting point doesn't mean you will.

As an aside, I believe that an important aspect to many games is that they make every player feel...sated. That they get the exact amount of stress and complexity that they're looking for. By having roles be determined by the players instead of the mechanics, each player is getting exactly what they want out of the game.

questccg wrote:
Does anyone think this DISTINCTION make any more sense or adds to replayability???

Because I guess choosing the wrong Token can get a Patrol "in trouble" and get "gunned down" which would be a big "X" on that player's poor decision or outcome...?! It was not intentional but could set back the entire GROUP. I'm hoping that this doesn't lead to any form of "quarterbacking".

I can't comment on your game too much - just a lack of information for now - but I don't think anyone will be too butthurt if RNG screwed over a friend.

Just to confirm, your game uses RNG (dice), then a player decision (token selection), then RNG again ("In Trouble" into "Gunned Down")?

Arkham Horror has something similar (decisions are made, RNG is then checked) and rarely is RNG the factor for how players gauge one another, from my experience.

The only real reason I think quarterbacking would be a big problem (in regards to this example) was if the player's logic was flawed in the first place. For example, "In Trouble" carries greater risks than is initially obvious, and the experienced player tries to take charge. Happens in Arkham Horror, too, thinking about it.

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I think another method to improve replayability...

... might be to make it a Competitive Co-op. As mentioned earlier I am working on an optimization Co-op. So once players are able to reliably solve (greater than 50% wins) the game, they can play competitively based on a scoring system. They all still win or lose together, but with the scoring, the highest score gets bragging rights.

Instead of optimizing for the team, players trend toward optimizing for themselves unless in dire straights, possibly to the detriment of the team as a whole. In other words, players try to balance team gain with personal gain.

I know there are competitive co-ops out there. I can't think of any off hand, but that's my top focus on which game I am working to develop. (I'll post my next iteration, if anyone is interested.)

The other way I plan to keep replay-ability, is to create different challenge decks to get through. Each with it's own challenges and difficulty level. Base game would come with all the necessary components, then the new challenge decks would simply be a deck box with the rules related specific to that deck.

I also have a longer term project that is more competitive than co-op. But one thing at a time.

X3M
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There are rules that I follow

When designing yet another co-op mission in my wargame.
The goal here is to cover for when a player of a team is gone.

1. The player has the ability to come back into the game. It costs either time, resources or help from the other members.
2. The other players can choose to wait or continue.
3. The game is beatable with only 1 player. More makes the mission easier.
4. The game only ends when all players have lost.
5. If the team decides to not wait, but continue instead. It is their choice for failing the mission. Not the player who lost first. You need to take notice and adept. Patience is virtue.

Juzek
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One of my favorite co-op

One of my favorite co-op games is Forbidden Island. And the best moments in that game are when you know you might be able to win this turn, and it all comes down to which of the three cards you draw. It is balanced so close to 50% win/loss that it often comes down to "I know this is the last turn, but I don't know if we will win or loose" and that is exciting.

Not to blow anyone's mind or anything, but last weekend I played (And really enjoyed) Aquacorn Cove which is a co-op game, but does not have a win or loose at the end. you look at the state of the board, and depending on a few variables you read a paragraph from the rulebook that serves as an epilogue. something like "The village has learned to live in harmony with the Aquacorn, and will be able to sustain their way of life for generations."

I know many gamers like winning or loosing, but there are a lot of gamers who like playing games for the structured social experience, and prefer the low stakes enviorment.

X3M
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Juzek wrote: I know many

Juzek wrote:

I know many gamers like winning or loosing, but there are a lot of gamers who like playing games for the structured social experience, and prefer the low stakes enviorment.


Agreed.
Sometimes having a story together is much more fun.
This is how some RPG's work too.

lewpuls
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Thanks

Thanks for the discussion. Clearly, different people have quite different ideas of what a co-op game is. . .

Questccg: Sigh. By early on I didn't mean early in the individual play of the game, I mean early in their multiple plays of the game, when they're inexperienced, as opposed to when they're experienced. Sorry it wasn't clear.

I may have been biased by the games I have in mind. In those games the players take it on the chin from the beginning, because the situation demands that, and the question is whether they can recover in time to save a sufficient part of their original holding. In one game, even if the players do very well, they lose more than half the living systems in the entire galaxy, destroyed. Think barbarian invasions, say. Or the Bronze Age Collapse. These games start with slaughter.

Prof: ANY co-op, like any single-player game, is in the end a form of puzzle, except insofar as the programming (which in tabletop is usually a deck of cards) can mimic a human player. I like to add enough randomness and variability that the game cannot be too predictable. That usually involves dice as well as cards. I generally avoid deterministic conflict resolution.

questccg: Once you beat it, it will hardly have any replay value? The more it's like a formal puzzle, yes. The less it's like a formal puzzle, NO. As I don't like formal puzzles, my co-ops are much more like many wargames than like puzzles. You can win often and then get stomped the next time you play (personal experience . . .).

Co-ops need chaos. If they're too predictable, you get something like Quest refers to, beat it and you're done.

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questccg wrote:let-off

questccg wrote:
let-off studios wrote:
...I would want to have an overall 33% win record. One outta three would be satisfactory enough for me.

Are you sure about that??? It's a CO-OP game. Once you BEAT IT ... It will hardly have any replay value unless you have a different play group.

I don't think you play many co-op games....

Just because you beat one villain in Sentinels of the Multiverse with a specific group of heroes doesn't mean you can't play again to try to beat the other 10+ villains with the other 20+ heroes.

Every co-op I've ever played has variability. Multiple player characters, multiple scenarios, etc.

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