woo
03-03-2007, 01:18 PM
So I just wrote up an article (http://portal.theoreticalgames.com/portal/Home/tabid/36/EntryID/29/Default.aspx) about Cooperative Control but wanted to get some discussion going to find examples of games that fit the mold of Cooperative Control that I've missed over the years. I think everyone has an experience, and I'd love to hear them and how they could be improved.
So what is cooperative control? From the article:
The key elements of Cooperative Control are as follows:
- Two or more players are responsible for different aspects of the same in-game object. The most obvious example is Pilot/Driver and Gunner of a vehicle, but we want to extend this control scheme beyond the basic vehicle concepts as well. If you want to say this more abstractly, there should be an inseparable interdependence between the players.
- The control scheme is such that there is added depth to playing cooperatively versus controlling the object in a single player environment. I certainly realize that gaming is a solitary experience in many cases, so to be commercially viable, I think single player control is crucial, however there should be aspects of the control that make it advantageous to play it cooperatively. For example in Whirled! (http://whirled.greatgamesexperiment.com), the Right trigger will fire your blade, by default, in the direction your ship is facing, but by using the Right analog stick to aim and then pulling the right trigger, you get much more control. Now, is it possible for one player to control both sticks and be pulling the trigger at the same time? Sure... but it's pretty difficult.
- There should be independent goals in addition to the mutual goal of survival/success. This is really something that is lacking in games that weren't designed from the ground up for Cooperative Control. What usually results is one guy is dodging/blocking while the other is shooting. And while those are independent goals, additional elements should be added to create a sense of accomplishment for each player. For example, running over an Elite while driving the Warthog. It's not simply about positioning the Warthog in the right place for the driver, it's possible to take out enemies all on your own. We are actually still working on this in Whirled! and we'll hopefully have more to show with that soon.
- Ideally, the two players should be competing while cooperating - say for number of kills or competing for the same resource. This isn't strictly necessary. Halo, for example, really didn't have any contention between the players over anything except where the Warthog was going. So it's not a hard and fast rule, but it's something to bear in mind in your design.
I also believe that Cooperative Control needs to take place throughout the majority if not all of the standard single player experience. So while Halo may demonstrate aspects of Cooperative Control, and while it's great that you can play the entire single player experience cooperatively, I'd hesitate to categorize it as a truly a Cooperatively Controlled game. Bonus points go to the game that utilize Cooperative Control in a multiplayer competitive environment.
So - here's the topic of discussion: Have you played any games this way? If so, what? What was good, what was bad and how could the experience be improved? Suggestions welcome for how to improve the concept/definition of Cooperative Control as well. If you want to provide feedback on Whirled! (http://whirled.greatgamesexperiment.com), then all the better!
-Andrew Douglas
http://theoreticalgames.com
edit: removed image link from post - sorry, didn't realize it would cause problems.
So what is cooperative control? From the article:
The key elements of Cooperative Control are as follows:
- Two or more players are responsible for different aspects of the same in-game object. The most obvious example is Pilot/Driver and Gunner of a vehicle, but we want to extend this control scheme beyond the basic vehicle concepts as well. If you want to say this more abstractly, there should be an inseparable interdependence between the players.
- The control scheme is such that there is added depth to playing cooperatively versus controlling the object in a single player environment. I certainly realize that gaming is a solitary experience in many cases, so to be commercially viable, I think single player control is crucial, however there should be aspects of the control that make it advantageous to play it cooperatively. For example in Whirled! (http://whirled.greatgamesexperiment.com), the Right trigger will fire your blade, by default, in the direction your ship is facing, but by using the Right analog stick to aim and then pulling the right trigger, you get much more control. Now, is it possible for one player to control both sticks and be pulling the trigger at the same time? Sure... but it's pretty difficult.
- There should be independent goals in addition to the mutual goal of survival/success. This is really something that is lacking in games that weren't designed from the ground up for Cooperative Control. What usually results is one guy is dodging/blocking while the other is shooting. And while those are independent goals, additional elements should be added to create a sense of accomplishment for each player. For example, running over an Elite while driving the Warthog. It's not simply about positioning the Warthog in the right place for the driver, it's possible to take out enemies all on your own. We are actually still working on this in Whirled! and we'll hopefully have more to show with that soon.
- Ideally, the two players should be competing while cooperating - say for number of kills or competing for the same resource. This isn't strictly necessary. Halo, for example, really didn't have any contention between the players over anything except where the Warthog was going. So it's not a hard and fast rule, but it's something to bear in mind in your design.
I also believe that Cooperative Control needs to take place throughout the majority if not all of the standard single player experience. So while Halo may demonstrate aspects of Cooperative Control, and while it's great that you can play the entire single player experience cooperatively, I'd hesitate to categorize it as a truly a Cooperatively Controlled game. Bonus points go to the game that utilize Cooperative Control in a multiplayer competitive environment.
So - here's the topic of discussion: Have you played any games this way? If so, what? What was good, what was bad and how could the experience be improved? Suggestions welcome for how to improve the concept/definition of Cooperative Control as well. If you want to provide feedback on Whirled! (http://whirled.greatgamesexperiment.com), then all the better!
-Andrew Douglas
http://theoreticalgames.com
edit: removed image link from post - sorry, didn't realize it would cause problems.