Co-unter-op Design
Monday, November 9, 2009 at 11:55PM
Richard Terrell (KirbyKid) in Bangai-O Spirits, Co-op, Halo, LittleBigPlanet, Neo*RPG, Planet Puzzle League, Zelda

Last year I wrote an article series on co-op mechanics and design detailing the different kinds of design decisions one can implement into a game that shape how players work together cooperatively. Recently I covered gamplay dynamics or the factors at the root of emergence. One such dynamic is the human dynamic, which mainly applies to multiplayer and co-op games. Combine these two concepts and we get closer to a part of gameplay and game design that we all greatly respect, yet fail to understand and articulate clearly. That concept is player choice.

Concepts like player choice, winning, and losing are only possible when there's a degree of freedom for the player. Because the player has some level of control, for every interactive opportunity there are divergent and possibly emergent outcomes. Some choices bring you closer to winning. Others closer to losing. And others for no purpose other than player expression. Needless to say, freedom is important in making player choice substantive.

 

Before I tackle player choice in more detail, I wanted to talk about a key element of co-op design. In the same way that the freedom to lose makes winning more significant, having the freedom to work against a group in a co-op situation makes successful cooperation more meaningful. This is the basic concept behind co-utner-op design; elements of design in a co-op game that shape how a player can work against the group.

The term is a combination co-op and counter-op, two modes in the N64 FPS Perfect Dark. In the co-op missions, players can work together or not. Because the mission objectives are the key to winning, if one player sabotages the mission, both lose. Likewise, counter-op is a mode where one player plays the main character and the other takes control of an NPC to counter the main character. When the counter player dies, they take control of another NPC. In this counter-op mode, it is possible for the counter operative player to help the main player by killing other NPCs or by not fighting back. In both modes, the player choices can determine if the gameplay will be cooperative (towards a single goal) or not.

In the same way that we have co-op mechanics and level design, we also have co-unter-op design.

Now for some examples. 

 

Including the right amount of co-op design to co-unter-op design is a balancing act. In a few days, I'll get my hands on New Super Mario Bros. Wii. This game will probably teach us all valuable lessons about co-op game design like The Legend of Zelda: Four Swords did. Expect more articles.

Until then, be a team player.

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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