Recently, the thought went through my head of trying to design a cooperative game. My problem with cooperative games (something I’ve heard voiced by others), is that it feels too much like “multi-player solitaire.” The games I’ve played, well, it always felt like the best players sit around and tell the weaker players what to do (and if they don’t, it’s counterproductive). Really, it feels like there is little difference between a 5 player game, and a single player controlling 5 characters.
What have other games done to fix this? How can you make a game that is cooperative, but still makes individuality important? How do you make a cooperative game that doesn’t work if one player controls everything?
Simon
Both neat ideas, but a couple problems with each:
(I guess as background, part of my inspiration was watching the guy talk about developing Pandemic, and how he wanted a “wife friendly game”)
First, bluesea, I really like some of these ideas. The only problem is that they are not really “everyone wins together” sort of games. I think I might need to use that idea in the future, but it’s not quite what I’m going for here.
JB, another good idea, thank you, although again, I worry that in an easily accessible to everyone game, I’d worry about “the first rule of Game X is that you don’t talk about Game X.” Although again, it is a really interesting concept (one that I might need to try if given the appropriate theme).
Any other thoughts out there? The only other idea I’ve heard of is the Betrail at Haunted Hill or (I’d can’t remember, some sort of King Arthur game), where one person is secretly evil.
Maybe a better question to ask is what games out there do this really well, and how do they pull it off?
Simon