As suggested by Adam during my formative feedback session, I have collated a long list of cooperative game, which I will watch game-plays of or play. Analysing the games I will try to focus on what elements make them cooperative and stressful, considering game-play, environment and mechanics.
Which will be useful in the future development of my ideas as I will know what are effective ways of boosting cooperation and stress, and can implement this information into my own ideas to inform certain decisions.
List of Cooperative Games
How is it co-op?
- 2 separate teams – working together as one whole team –
- Chain of tasks that use people to solve them
- Chain of task relies on others completing the task before the others can do there part of the task
- Overall task of forming a dish is set out
- Players then have to complete this task through the smaller task each of them can do
- Items can be taken before they’re ready
- The dishes and the food appear randomly and can only be cut up or put into a dish when
- One team has the resources the other has the ability to use them, but both have to move the items from their location to a central location.
- Some dishes have a cooking time – Have to wait for dishes to cook
- Some dishes have more than 1 ingredient – Need to get two and then plate them up
- Don’t just have 2 teams, multiple tasks to do in a team – not designated to anyone, there just there for someone to have to do. – Could all be doing separate jobs
- Obstacles in environment – People in the way – Distance to travel – Tables to move around
- they’re given a task and are given all the resources to be able to complete it but aren’t told how to or who to do what, they have to work that out on there one.
- Environment Moves
- Chain of tasks – Multiple people doing one task – who does what and when – people finish the tasks at different times
- Players using what other players need to use
- Take dishes to a certain position – Collecting the item to do the task, then going to the task station, and then putting the item in the collect station for the other player to use
- Multiple tasks and items going on and visible at once – confusing and stressful
- Items can be taken while the person is still using them
- Time limit to complete the overall task – form the dishes
- Team work to the max!!
Lovers in a Dangerous Spacetime
- 4 players working together to keep their spaceship safe
- Different stations for different roles and the players can move between the roles/ stations during the game
- The aim of the game is to collect the creatures that are trapped around the map to
- Level based – but the players explore a world in that level
- Exploration, co-op, survival game
- Players have to work together to shield and protect themselves against enemies and obstacles in the world
Don’t feel it is quite as stressful as overcooked as players don’t move around much or appear to more station much – therefore there isn’t this confusion of where to do and what to do as the player seems to just focus on their role. Though with the players having different roles, they are relying on each other to protect all of them at certain times but I feel the game could progress to be very stressful. As players will behind to focus just on their role and will have to trust others to be doing theirs, but if they aren’t then the team work could collapse quickly, as people start to focus on other roles and not their own. Causing a mass of confusion and death to quickly follow.
- Allow moving together and protecting one item together
- A lot of enemies to focus on at once
- Idea that roles need to be changed quickly
- Distances between roles
- Mechanics can only be used at certain places
- Players are doing things other players can’t do, to help and protect them all.
- Using the path others take to help you
- Using the death of others to help you
- Can’t progress unless all players complete the level
- Not much collaboration – More a case of just playing the same level together but not really working as a team – Could simply play the game on your own.
- Select roles at the beginning – everyone has a defined role
- 10 roles – up 10 players
- Each player has a different screen with different information on it – One is the map, one is driving the space ship, one has the direction the ship is moving, one has the speed etc – So all have to communicate in order to progress in the game
- Some of them can send messages in game
- Can create tension as people start shouting at each other
- Wrong action by one can affect them all.
- All players focusing on one character
- Stats to control
- No one is in control – no leader – someone has to take that role
- Arguing about who’s doing what – more of an arguing game I think
- board game
- More strategic than stressful
How is it co-op?
- Work together as a team to solve puzzles and get to the next room
- Each player has a separate ability and they levels require the players to combine their abilities to solve the puzzles
- Working together to succeed
- Not necessarily stressful but you’re communicating to work out what needs to be done
But there are some stressful environments – the closing in of a wall – limited time
Thought this isn’t the defining mechanics and it is mainly about the working together and communicating to solve a puzzle and most don’t have stressful environments to them.
Spongebob Squarepants – Lights, Camera, Pants!
- 2 teams of 2 players
- Players will throw patties in a certain order – either towards their team mate, chuck away or to their customers
- Fast paced – patties moving all the time
- Chain of task – relying a lot on your team mate to throw the patties correctly
- Playing against another team creates a competitive edge to the game
- Mass of characters you can control with others and have to get at least one to the end – survival – Idea of controlling multiple characters could be stressful?
Pull Me Push You
- 2 teams (2 players on each times)
- One player controls one end and the other the other end
- Teams are trying to capture the ball and keep it in their zone in order to win and point and ultimately win the round
Co – op
- In the sense that team members have to communicate on where they want to go and their positioning in order to help their other team mate that is attached to them. – Players are limited in how they can move as they are attached to their partner
- Team members have to consider what each one is doing in order to help the other – a lot about positioning, direction and force in the game to help the team win.
- Crazy game and like nothing I’d seen before – Never seen team mates share a character before and move the characters together
Ultimate Chicken Horse
- More of a multiplayer game than a co-op game but thought the idea of players choosing an item to put into the level and then placing it in there was interesting. Because it gets the players thinking where can I put this item to hinder others but also make it easier for me to complete the level, which is an interesting concept – makes the game more strategic even when it is fast paced.
Overall what have I learnt and plan to take forward into my ideas
- Simply mechanics
- Overall task but multiple stages to completing that task – that rely on a chain of task –
- Players are given all the resources and abilities to complete the task but not told how, or who should do what when – no roles are defined – the team has to work this out themselves.
- Tasks can only be completed in certain locations – mechanics are specific to certain locations
- Enough roles for everyone to have a different one
- Multiple tasks or obstacles to focus on
- Environment makes it difficult to get to locations to complete a task – Frustrating
- Not all tasks take the same amount of time
- The wrong action by one can affect them all