I am designing a board game with a cooperative play goal, but I am very early on in the design phase (read as: got a concept and looking for how to swing it, play-wise).
The only co-op game that I am aware of out there is Lord of the Rings (LotR). Is there perhaps a *REASON* that cooperative play isn't very common?
What are y'all's considered opinion when it comes to cooperative play? Any experiences when it comes to playtests? Have you encountered any general hurdles when it comes to implementing co-op play, and if so, were they surmountable and how?
I'm also toying with an option for randomly determining a "mole" who can only win by thwarting the remainder of the players. If I introduce this, though, I'd have to come up with another PvP mechanic to encourage the "mole" to operate undercover, so to speak. My initial thought is to make a deck of, say, n+2 cards, where n is the number of players, each player draws one card privately at the start of the game. Only one card is the "mole," so there is a chance in every game that, in fact, NOBODY is the bad guy.
Thanks in advance for the opinions/experiences, be they good or bad!
Bryan
I would also add that it's easier for players to grasp the concept of competition against each other versus the game itself. That's a major reason that LotR includes a "Hall of Fame" sheet for players to track their games. In essence, players are playing against the game AND against their own previous achievements in the game. When I play, I always try to beat my previous achievement (since I haven't yet been able to beat the game!!).
I like the cooperative nature of LotR, but I also like games where players are playing each for themselves, but also aiding one another when it benefits them. I think games of this type have been referred to as coopetition games elsewhere in this forum. Games (Disciples included) that encourage cooperation but award the win to a specific player (based on VP or other game conditions) usually fall into this category. Since each player can potentially win, everyone usually takes the strategy of helping others only when the benefit to themselves outweighs the benevolence to others.
I enjoy games of this type just as I enjoy full cooperative games (LotR is the only one I've played to date), just in different ways.
As for playtesting and design... decide how much cooperation you want and if each player will have a chance to win over the others or if the players will jointly win over the game or get a score based on their progress when the game ends.
Regarding the mole, check out Black Morn Manor. In it, all but one player play envoys seeking to destroy the "Master," which is a bad guy chosen at random. One player plays the Master's minion who will try to keep the envoys from doing so. The minion's identity is known from the start (I believe). An interesting twist is that other players may become minions through game play and minions may become regular players.
As for keeping the identity secret, you may have to accept a trade off between secret identity and that player's ability to subvert other players. Subversion is very easy when the mole's identity is known by (since his actions are public) as in Black Morn Manor, but not so easy if his role is kept secret. Secrecy works for the traitor character in Disciples since the traitor only makes himself known when he ends the game. All players know what benefit the traitor will get for ending the game, but no one knows the traitor's identity during the game.