So with the great success of the game Pandemic (and Arkham Horror and LOTR before it); I can guarantee many of the top designers out there are currently looking at designing co-op games (I believe Faduitti already has).
Looking beyond this trend, what could be next? What is going to be the next thing in boardgaming that will make it feel fresh and new? What came to mind and something that has been overlooked by designers are team-based games. In the realm of Many vs One games, there has been some recent popular titles (Shadows over Camelot, Fury of Dracula, Scotland Yard, etc.). While I think this area will see more games, it is already somewhat established. But one area that has almost been completely overlooked in a euro-style game are partnership games (2 vs 2, 3 vs 3, etc). Outside of trick-taking card games and party games, I can't think of many games that were specifically designed for team gaming.
What I am trying to figure out is this area a true undiscovered area of gaming or is it being ignored for good reason? One reason that I can see designers not wanted to design a partnership game is that it limits the game to only play with 4+ players. However, 4 players is seen by many as a sweet spot of gaming. If you designed an excellent game that only played with 4,6,8 - I guarantee it would get played. Another potential reason that partnership games have not been developed is the potential of one player in the team dominating the decisions. I can't help but think that you could design mechanics that would prevent this from happening or at least dull its effects (hidden information, player roles specific to each player, etc.).
So, unless someone proves me otherwise, I think a 2 vs 2 partnership euro game has huge potential as a new trend. All it would take is one well-known designer to have this idea and design a good game and I think it could take off (like co-op games are now).
Any other ideas? What type of game would work the best as 2 vs 2? This might make a good design requirement for a GDS and could generate a lot of innovative ideas.
Thanks for all of the comments so far. Some observations:
(because I don't know how to use the quote feature - please let me know how to do this anyone - I will just cut and paste quotes).
fecundity said:
"Partnership games are more like everyone-for-themselves games. There has to be a distinct victory outcome for each partnership. Losing usually just means some other partnership winning. This means that you can change almost any everyone-for-themselves game into a partnership game by letting two players win if one of them does, or by adding together their scores. So, naturally, there are lots of games that can be played either with partners or everyone-for-themselves."
This is true, but not really the point I was trying to make. I am wondering if certain game mechanisms can be created to design a game that ONLY works as a partnership game. It should be required that a player work with his team member in order to win. The team that works together more efficiently should beat a team that doesn't work together as efficiently. If you think about it, the basis of many eurogames is trying to being efficient and timing your decisions. It must be possible to design a game that requires you to work with another permanent partner in developing an efficiency engine.
Some vague ideas on how this could work within the framework of a eurogame:
To me, it seems like there is a lot of undiscovered area to explore in making a partnership game work that has yet to be explored. I think no one has really taken the initiative to do this because there has been no real need to do so. But as eurogames start to become stale and feel too samey, something like this might occur to freshen up the genre for someone who doesn't want to play full cooperative games. I guess my point is that there is definitely a niche to fill that hasn't been filled and the first designer that comes along and makes an excellent partnership game will likely have great success like Pandemic has for co-op games. Hence, I think it is worthwhile for us at BGDF to look at how to design a good partnership game.
Clearclaw said:
"Much as in King of Siam (a notable recent partnership and area-influence game), partners may negotiate through the course of the game, not by talking to each other and thus potentially suffering the Alpha/bully problem, but by making moves which offer support for mutually profitable collusive patterns. Make it a rule that partners may not talk about the game -- let their moves on the game board do their talking for them."
Thanks for bringing this game to my attention. I was not aware that it could play as a partnership game. What is encouraging is one reviewer's comments - "I have only played with 4, and the experience to me is fantastic. I guess it is just different to other number, because here you have the chance of playing not for you, but for your partner, maybe sacrifiying yourself. It's just a different way, but to me, really enjoyable."
Incidentally, I just realized that partnerships is listed as a mechanic on BGG. Doing a game search for ranked games with this mechanic yielded many games (106 to be exact). However, if you take out all party games, trick-taking and climbing card games, and games that only have temporary partnerships (I would call these alliances), then there is probably only a handful of games that qualify for what I am referring to.