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Blogs

  Examining The Concept of the "Anti-Co-op" Experience
by Josh Bycer on 02/03/12 02:56:00 pm   Expert Blogs   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Recently playing through Day 1 Studios' FEAR 3, I saw a basic form of a concept that I've been playing around in my head for some time. I've played plenty of co-op games which all follow the same rule: "all for one and one for all." However, I've yet to see a game where players are working together... except they aren't.

This is where this concept of an "anti co-op" game comes to play. Where two or more players are working together at the same time they are completely opposed to each other. Now it's important to make the distinction that this is not about competitive games, as they are about two sides attempting to win over the other. "An uneasy alliance" is a saying that goes here.

Before I go further, it's important to talk about FEAR 3's system as it plays into this discussion. In the co-op mode, each player has a list of challenges that they can achieve during the level. The challenges are categorized into different groups based on what has to be done. Such as performing certain # of head shots or finding collectibles. At the end of the level, the game stores how many challenges were completed and which category they belong to for each player. While both players are working together to beat the level, they are also competing for the most points which are earned via the challenges. After the final level, the game tallies up who "wins" based on how they came out in each category. The winner gets to view the ending where their character comes out on top.

The two issues that Fear 3 has with my concept, is that it only deals with long term effects and the gameplay is not affected by it. For this idea to work, I have several elements in mind.

1. Asymmetrical Characters: Both players should be different from each other in terms of abilities and objectives to complete. One reason is that they should have to help each other, even if it is for a short while. Each player should be trying to focus on their goals while trying to complete the overall goal for the level. This is one area that FEAR 3 sort of worked. One player controls Point Man who has bullet time abilities, while the other controls Fettel who can possess enemies.

2. Players Are Affecting Gameplay: In my mind, there are two areas of gameplay that the players should be able to alter: paths through the level and which levels to go through. The problem with FEAR 3 is that by only letting the players alter the ending, it doesn't give any short term control to the players. By allowing the winner to affect the gameplay, it raises the stakes for trying to complete their agenda. I could picture the plot changing based on who wins each level and could bounce back and forth between each player.

3. Both Players Have to Survive: This one is important. If the players could kill one another or not care about the other player, then the game won't be any different than a competitive game. The concept is that the players should be working together for a common goal, at the same time that they are stabbing each other in the back.

4. Separate and Together: Tasks in the level will be split between ones that the players can go off and do on their own and ones where they will be forced to work together. Boss fights will always require the players to team up to take them down, with each player given a different task during the fight.

Now I would love to say that I have a 30 page design document finished for this idea, but I don't. Currently I have concept in my head for this but it still needs to be refined more. Co-op games have been getting a lot of steam these days thanks to the popularity of titles like Left 4 Dead or even League of Legends. However, we haven't seen too many games stretch the concept of working together. With the only other game besides FEAR 3, was Kane and Lynch 2's heist mode, but lack of positive reviews meant that not a lot of people tried it out.

It's always interesting to think up new game mechanics, and what better way to play with your friends, then with some good old fashioned back stabbing?

Josh Bycer

 
 
Comments

k s
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These are good points. While I'm not really a fan of valve games Portal 2 does have proper co-op because you actually have to work with your co-op partner to finish and there is no ""winner/loser" at the end.

David Miler
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I really like this idea. It is interesting to note that even in traditional co-op games players will seize any opportunity they get to compete with their teammates, even if it hinders the overall performance of the team (ie. kill stealing, racing for dropped loot, or just letting others die on purpose (Magicka, anyone?)). Building a solid and complex system on top of these basic gamers' urges is certainly worth a shot.

Kenneth Blaney
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"Call of Juarez: The Cartel" does something like this. Each character had side objectives in each level that they had to do without the other players seeing. The reward for this is that players would then be able to upgrade weapons and the like. The major problem ends up being what motivation do players have to hinder their co-op partner's progress?



I would think the best instance behind this would be a sort of iterated prisoner's dilemma. That is, with two people each has the opportunity to cooperate or sell out the other player. The value of rewards is then scaled like this from lowest to highest:

1. Partner sells you out, but you try to cooperate

2. Both sell out each other

3. Both cooperate

4. You sell your partner out, but he tries to cooperate



Here, betraying your partner is always more beneficial than cooperating with them no matter what they do, but it is not as beneficial if you both cooperate. As a result, for good players cooperating will become the standard and betraying could be used as a way to punish the other player for other actions in the game. Likewise, with voice chat you could try to convince the other player to cooperate and then betray them for even greater rewards. The iteration allows for players to get back at each other and compete over a longer period of time.

Jeffrey Touchstone
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I did a research project on the Prisoner's Dilemma a few years ago. In a co-op game it isn't very effective at all. It is very hard to incentivize players to betray each other. A big reason is because players go into a co-op game with the intention of cooperating. Then you have other cases where one player is an expert who wants to help help a novice player learn the ropes. So the expert will purposely let the novice "sell him out" in order to aid the novice. My point is that in practice people don't play the Prisoner's dilemma like they're suppose to.



The PD would really only works if the cost of being betrayed in minimal, otherwise people won't want to continue playing together. Ultimately I don't think it is worth it.

Jim McGinley
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The only & best anti-co-op game I've ever played:

http://damiansommer.tumblr.com/post/5608540175/game-a-friendship-in-4-colours

To talk about it is to spoil it.

Nikita Seredkin
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Maybe "Werewolf" http://www.eblong.com/zarf/werewolf.html is the kind of game you want to play if you don't already know it. It gives in my opinion a good feeling of how anti-coop mechanics behave in their purest form. Additional feedback to your article (I didn't play FEAR3 myself btw):



1. Asymmetrical Characters: This depends. Different goals themself do not make aymetrical characters. You should not mentaly cross out all ideas that work with symetrical characters with different goals.



2. Players Are Affecting Gameplay: You write about how players affect the story. It's kinda native to a multiplayer game that every player affects the gameplay of their partners through his interactions. Could you think of some additional gameplay elements that could be affected then the story / the ending?



3. Both Players Have to Survive: You should offer more reasons why players shouldn't die or clarify what you exactly mean. Killing each other does not autmaticly result in " a competitive game" and dieing does not automaticly mean killing each other, it could also be "killing to protect another player" or "sacrificing himself for the group" or "faking his own death to disguise his true goals", etc.



4. Separate and Together: That sounds intresting, but ask yourself "why do i want to seperate players now?" rather then just assuming that seperation would be a cool thing to have in general. If people play together (in coop or anti-coop the same) they want to interact with each other as much as possible. So seperation works against your core gameplay. It does not mean you should not add this element, but you should rather add it for a reason.

Julian Impelluso
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This is a very interesting concept that I've been thinking about for a while. In my mind, I see this as an adventure movie, where the characters are forced to cooperate to get to discover a large treasure or the like, then escaping the place alive. Regarding your four points, I could say the following:



1. Asymmetrical Characters: The asymmetry concept opens a lot of room for variance. You could base the asymmetry simply upon diverging goals (same abilities and equipment but secret goals, like getting a specific artifact), or upon different innate abilities and/or equipment. In my opinion, equipment is more interesting than the rest, since it opens up inventory management issues, such as trading tools with other players or dropping stuff to pick up something else, for example.



2. Players Are Affecting Gameplay: In response to Nikita, I guess gameplay could be affected in-level in several ways. For example, a player could pick up some priceless treasure while inadvertently triggering a trap (changing the level layout and/or introducing a new challenge), could attract a group of hostile characters simply by making too much noise or by inadvertently pointing at them with a flashlight, or could open up an alternative path by placing explosives on a weak wall or climbing over obstacles using a grappling hook.



3. Both Players Have to Survive: I agree that players should stay alive through most of the campaign in order to foster camaraderie despite probably having conflicting goals. In my adventure game concept, I was thinking about having two separate "acts" to a level: getting to the treasure and then getting out of the place as fast as possible. During the first act, challenges would be simple to moderate in difficulty, so players would have to make many mistakes in order to get killed; once the second act kicks in, however, an onslaught of challenges would tip the scales towards risky choices, sacrifices and backstabbing (perhaps getting partners killed to steal their loot, or bargaining a necessary tool for their treasure, for example). Having more players means the team can get more loot out of the place (perhaps they keep 50% of what they bring out, and share the rest with their team), and is more likely to have the needed inventory space to keep additional tools and weapons as well.



4. Separate and Together: I agree with Nikita that, in order to make players realize they need each other, you should keep them together most of the time, only splitting up for a short while (and a good reason); that way, you'll make players realize they need each other (despite probably having diverging or conflicting goals).



I heard about Kane and Lynch's heist mode from a friend a while ago but, other than that, I've never played any games that offered this kind of gameplay. All in all, it's a nice high concept, and one that I believe could be particularly suited to videogames (since player interaction is a good component to add to this trust-betrayal relationship). Thanks for posting this!

Josh Bycer
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Re: point 3-



How you describe it is pretty close to Kane and Lynch 2's mode. You have the actual heist where everyone has to work together to reach the loot, then the escape where you can back-stab your partners while dealing with the police.



My thought was, is there a way to do this right, without having the game split between two different modes? A thought I had with the goals, was that completing goals earns the respective player points. These points are essentially currency for controlling the level, you'll never see how many points your partner has or what their goals are worth. The point values are randomized each time.During important decisions, the players have to spend enough points if they want their way to be chosen which affects the level and story.

Julian Impelluso
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Josh:

I've toyed around with the concept of secret goals that would award players points or money, but using said goals to influence the game's flow is a very nice concept I hadn't thought of.



However, balancing the anti-cooperative and cooperative parts of the game (which I don't mean as separate acts) appears to be quite complicated, as it's always a tug-of-war between the individual and the team's desires and goals. Give too many individual rewards and players might get each other killed too soon, resulting in increased difficulty (which, depending on your concept, could even be a desirable thing); on the other hand, give too few and there'll be little to no incentive to stray from the "all for one and one for all" mindset.

Josh Bycer
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If you haven't looked at it yet, the turn based strategy game Solium Infernum by Cryptic Comet also had the concept of secret goals. What happens is that at the start of the game everyone chooses a public goal that is visible to everyone. During the game you can pick up secret goals, which are randomized from a deck. Each goal has a specific point reward and point penalty if you can't complete them by the end of the game.



Your opponents can only find out what your secret goals are by using a power to spy on you. For my idea I was thinking that both players can see each other's goals. But without knowing what the values are, they won't know for sure how much they are really helping out their partner if they decide to cooperate.

Julian Impelluso
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Hmm... keeping goals public but rewards private could also benefit griefers as long as there's a penalty for not completing them. Say, Bob knows Alice needs to get item A for a bonus, so he takes the item and destroys it to make sure his friend/rival gets less points than him.



A way to discourage endless griefing would be to remove negative effects for not completing objectives, or perhaps making some objectives that, upon completion, reward some or all players in the party with loot and/or equipment (or the ability to take it away from somebody else!). While full-party rewards would probably swing the pendulum too far towards an "always help each other" mentality, partial rewards (say, "you and a player of your choice each gets +1 health") would further the metagame of player alliances and backstabbing.



Allowing players to keep bonuses and use them later (perhaps with a short "expiration date" to avoid needless stockpiling) could also be interesting. Something like "invincibility for 5 seconds" could be used to save yourself or a teammate from imminent death, for example, and would be further politics' relevance even more.



Wow, there were even more interesting mechanics that stemmed from this base concept than I had realized! Thanks a lot for sharing your ideas.

Harold Myles
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Didn't Halo 3 have a co-op that was competitive (score, headshots etc..).



I think it would be worth your time to look at competitive games that offer the ability to work cooperatively.



A good game is Neptune's Pride. The game is 100% about forming alliances and backstabbing, or at least making sure you are ahead of your ally while keeping him strong enough to help you against your adversaries.



I think looking at examples of gameplay that allows opponents to naturally start working cooperatively could give you some good insight. From there you could probably distill some mechanics to 'force' that game play style.



But the interesting part is that it doesn't need to be 'forced'. If the game allows that play style, and its advantageous, then players will do it.



In a way the goal is to promote 'bad sportsmanship' and that is interesting. Ever play a multiplayer game of FIFA? The players are always trying to work cooperatively while at the same time screwing over their teammates and steal all the goals for themselves.

Chris Dunson
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I rather love playing games like this and wish that more games were built around this idea. I think a great "anti-co-cop" game is either of the Zelda: Four Sword titles. In those games in order to lift rocks or move blocks you needed your team mates to assist you. Not to mention in order to gain access to all of the hidden treasure in the dungeons you would need to use specific items, but each player can only hold onto one of the special items at a time.

However once you've opened access to a room with treasure it is now a battle to see who can get to first. So while everyone works together to navigate through traps and vanquish enemies, once the level is complete it will be the greedy player who collected the most treasure who comes out on top.

Julian Impelluso
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That's a very interesting example, and now that I think about it, it's interesting how both this and Kane and Lynch 2's main anti-cooperative element is greed: players stand together since they need each other to progress through the level, but most cooperation comes to a halt as soon as they get a chance to get their hands on the treasure/money.



What I can't think of are alternatives to greed as the anti-cooperative element that drives the game, since other concepts like differing personal goals or moral codes are more likely to be settled by talking rather than acting on most circumstances...


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