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What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
About a Virus...
I love playing cooperative games with family and friends. So when I set out to make A Virus Named Tom, I always knew that I would add cooperative play. What I didn't know was how deep the rabbit hole went.
A Virus Named Tom is an action-puzzler where you reconfigure circuits to spread a virus while trying to avoid anti-virus drones. You do this to cause absolute mayhem in a Jetsons-esque future utopia. Your creator, you see, is a bit miffed about being fired after creating said future utopia.
There's a single player campaign, a cooperative campaign (with up to four players), and a vs. mode. Here, I'll talk a bit about what I went through getting the co-op campaign up and running.
It Takes a Village to Destroy a City
"Puzzles aren't cooperative." That's what I was told. You don't see teams of people solving Rubik's Cubes, and you don't see a cooperative mode in Braid (this was also before Portal 2). Cooperation was for killing terrorists, aliens, and zombies.
Solving a complex puzzle is a solitary thing which requires concentration. Cooperation would just be annoying, adding a hindrance. I was also told puzzle games don't need stories. I decided mine was going to have both, because it's my damn game, and that's pretty much the beauty of being an indie dev.
 A city infected... by co-op!
Four-player... Just Add Three Players?
Starting a cooperative puzzle game is easy. Just add more players! The first decisions in A Virus Named Tom were the easy ones. I didn't want splitscreen, or to deal with a shared camera, so the entire circuit would have to sit on a single screen. The circuit has four corners, so each player could start in a nice safe place, off the grid. I think somewhere in the recesses of my brain I thought that I could somehow pull a fast one -- that I could just add three players and say "look, if you want, there's co-op play!"
 1, 2, 3, 4 players... Must be co-op!
Initially, I tried to ignore the nagging reminders that it wasn't going to be that easy. Sure, the single player levels were fun for co-op, but some levels that would be great for co-op wouldn't work for single player, and vice versa. Trying to design levels that worked well for one to four players wasn't easy.
It also bothered me that the entire co-op campaign could be defeated with a single player, while players two to four sat idly by. I told myself this was a "feature", because players of different skills could play together without the tension, but this felt hollow as time went on. I wanted players to need each other and affect one another, thereby creating a stronger connection.
The final straw was when I decided to go back to targeting a more core audience. The game started as a core game, targeting gamers that would enjoy a challenge in both puzzle and dexterity. As time went on, and the casual marketplace opened up, I got scarred and started making decisions that would be inclusive of as many player types as possible, therefore skewing more casual-friendly.
Eventually, this just didn't feel right. I knew how I originally intended the game to be played, and didn't want to alter that experience, so I abandoned the casual slant and returned to my original core target demographic. This removed my need to support players of very disparate abilities and required at least two of the players to be fairly core players.
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I do miss the days of local multiplayer on my Amiga with different (and often hilarious), roles awarded at the end (as well as local griefing which is much better than over the internet, as you can counter by a local shove ;)
Might actually have to check this out now that you have highlighted the fun aspects.
It seems to me that a lot of indies struggle putting networked play in (time & money) and therefore offer local co-op. The lack of network play (somewhat understandably) is very off putting for most PC gamers. It's a shame because local co-op is so fun, but with the pervasiveness of network play most of us are no longer accustomed to having people over to play, and there's the logistics of setting it up as well (having gamepads, putting it on a bigger screen, etc.).
I'm still hopeful we can get network play in the game, but I'm pretty impressed with how many of the reviewers were willing to play local co-op, and how many players have played it that way.
Initially we kept metrics for that, but decided to take out our all of our metrics before launch. While not scientific, you can look at our achievements & leaderboards. For example, ~80% of users get the achievement for defeating area 1 (Pet of Tomorrow), while ~5% have gotten that achievement for multiplayer, so that would put a guess at ~6% or so.
http://steamcommunity.com/stats/AVirusNamedTom/achievements/
It gave me a lot of tips in case we go on implementing local co-op in our game (we have not decided yet).
Thanks a lot. :)
Hit me up if you ever have questions about the specifics of our experience. Deciding what modes to offer is one of many hard decisions you have to make on a limited budget.
While I was reading it, I was comparing it with Little Big Planet 2, and how it is actually fun to screw over one of your friends in a couch play (maybe how the sackboys die have something conceptually similar to the addition you mention about the viruses getting angry and bouncing with each other)
The 'social' badges after each level are really great. Did you thought of implementing a system in which each user would accumulate the badges won? (Regardless of the stat reseting after each level) Do you think it would make it too competitive?
Couch play makes a lot of things trickier when it comes to awards/badges/stats. While I liked the idea of keeping the awards light hearted (not tracking across games), it would've been cool to given an achievement for getting them all or showing a players tendencies via percentages (Bob gets mastermind 75% of the time, etc.).
The problem is that with couch play, not only does each user not want to log in (therefore stats will not be associated/saved with them), but during a play session players may switch in/out or swap controllers. Of course you could just keep track per play session, I remember Street Fighter did it that way (total wins for p1 vs p2), and there is some fun in that. However you still have problems if players switching in/out (a much smaller use case, granted). Ultimately the role results were already a bit of feature creep (I hide it behind iterative design!) so we didn't pursue very far beyond per level awards.
Also, I sadly have to admit I haven't played the game yet but after reading this article I am definitely going to give it a try!