SHOW IT!
It's probably THE most important point.
ANY important coop action from one of the partners should be obvious for the others.
It can come from direct sight, from sound clues, from a short camera cut, from UI signs and feedback, from NPC barks, etc, but it should not stay unnoticed.
i.e. If your friend opens a sliding door for you, make it so you can see him turning the crank from where you stand.
Note : While it can spice things up to to separate people on special occasions, this should be kept as the exception, the special (and short) moment where you play with your players nerves before re-uniting them for a stronger coop feeling.
CREATE AN EMOTIONAL CONNECTION
To go beyond a simple "side by side" play, it's important to work on some GD mechanics and LD situations that create some emotional connection between players.
The stronger the link, the better the coop experience.
Do it together
You are part of the same world, you share the same fate and you must play, win and lose together (rather than, side by side)
- Make it so the other's presence is always there, close and visible.
- Have some situations where players need to synchronize or exchange informations to be successful.
- Provide communication tools : voice chat, laser pointers, pre-defined command lists, chat, etc.
- Make the action "breath" so players have time to talk about tactics and what they want to do.
Rely on your friend
Helping each other strengthen the bounds.
You have to rely on the other to progress, sometimes you'll save him, sometimes it's the opposite.
You are a team.
- Players have to share resources : ammunition, medi pack, xp points.
--> i.e. Thanks to the help of player A, player B reaches a cache full of ammo.
He will be able to give back some of it to player A as soon as they are together again. - Share information : I've witness something you haven't (because of my abilities, because I was the first to enter the room, etc)
- I'm dead, revive me
- I'm wounded and I can't run, protect me until I can heal (next time it could be you!)
- I can't follow you (missing equipment or ability) : go and open the door for me
i.e. You picked up the jet pack : fly other the canal and lower the bridge. - I'm the eyes, you are the arms. i.e.I have the torch light, you have the gun, I have night vision goggles, but you have the rocket launcher.
- I drive, you shoot (buggy, boat, cable car, whatever...) I point the canon, you press the fire button, I align the antenna, you adjust the frequency, etc.
- I have skills you don't have : I can hack the door (but you can heal me), I can see through walls (but you can intercept the enemies communications), etc.
You could not have make it alone
This is a critical point.
Players should NEVER have the feeling that they don't need the others.
A coop level should always be built so players feel like : "I could not have made it alone"
- It's too hard for one. i.e. Too many enemies, hitting too hard, with too many HP, etc.
- Players need to cover each other (i,e, shoot while I climb)
- You need to stand or watch to different places at the same time.
- Special "coop gates" : coop moves or coop mechanics where both player are required
i.e. One use the crane to lift the other...who will then throw down a rope for the one still in the crane. - I'm stuck, free me.
- Have a player in a dangerous situation while the other is in an overpowered situation.
i.e. one is carrying the crate of dynamites to the door, while the other clears the way with a mounted machine gun.
If you can create this connection between players, your Coop experience will for sure feel much stronger.
>> The 3rd part of this coop articles will talk about specific LD points.
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