Showing posts with label MP. Show all posts
Showing posts with label MP. Show all posts

Friday, January 9, 2015

About Coop - Part 3



COOP DYNAMIC = PING PONG
As always in level design, pacing is a critical part, and on top of the standard action curve + attention to contrast + following the blueprint, you'll want to pay some special attention to the coop dynamic.
  • Ping Pong
    Think of coop missions as a ping-pong game where players are constantly sending the ball to each other. Each player must be the key progression element on a short regular basis.
    i.e. "One pulls the lever to keep the door open, the other steps in, and moves a crate to prevent the door to shut down completely, and so on and so forth..."
    The last thing you want is one player constantly being the centre piece to any action.
  • Breaking the team......temporarily ;)
    It can be interesting to setup "one time" single player traps to spice up the action.
    As one player is struggling with the trap, the other can help and save the day >> good for the team emotional bond.
    i.e. first player falls through the floor. The other has to help him while he is being attack + throw down a rope to help him out.
  • Track Archetype vs World interactions How each player / archetype can interact with the world and make the mission progress, where are specific ammo/resources placed. Unless intentional, you don't want one player/archetype to get all the fun and attention.
  • Player Exchanges
    if your game allows for direct player interaction (sharing ammo, reviving or healing friends, Skills synergy, etc) try to build situations highlighting them. They build up the team feeling.

COOP PATHS = I SEE YOU
  • Together
    80% of the time if not more, players should share the same space / action.
    Then, you'll sometimes want to destabilize your players by forcing them away from each other.  If you've created an efficient coop setup this separation should be lived as a moment of stress (remember players should feel that they can't make it alone)
  • Parallel
  • Playing together in the same space doesn't mean you have to step on each others toes.
    I strongly suggest you open up some space by building parallel paths where each player can see each other.
    i.e. facades/rooftops on each side of a street, cliff paths separated by a torrent, etc.
    This way...
    • Players aren't stuck on the same rail
    • They still follow each other / see each other
    • Clear mapping / good control of "who does what" (if you are on path A, you'll deal with actions related to it)
    • Opportunities to provide different view angles on the situation >> reinforcing player communication
OPEN SITUATIONS
Opening the playground in coop action means you must pay some special attention to a few points.
You don't want players to just feel like they are "in the same world", you want them to be part of the same team.
  • Don't break the unity
    One of the risk is to break the team momentum by having 2 players aiming for 2 different goals. i.e. While player A needs player B to solve his current pb, B on his side is waiting for A to progress. Who should move and join the other?
    Try to avoid that ;)
  • Strong accessibility needed As soon as people aren't together, you must make sure it's easy for them to catch up, with strong landmarks and clear paths.
    Nothing worse than having 1 player waiting for the other because he lost his way :-/
  • Make it a dangerous place
    One way to solve the problem is to have a place too dangerous to be explored alone. Players have the freedom...as a team.
  • Coop Gates
    Another solution is to use Coop Gates : player can explore and move around solo, but they'll soon find a "coop gate" requiring the team to be passed.
    • i.e. Objective = Find X batteries to power the door system.
      Both player can spread and gather the batteries, but they'll soon have to regroup to 1) grabb some batteries they can't reach alone 2) complete the objective as 1 player protect the other while he links the batteries.
  • Game Design needed = Communicate + Interact
    Being physically together is not the only solution :)
    What's important to the coop feeling is player interaction + feeling like you are part of a team.
    With the right systems + rules allowing player to both communicate + Interact, Game Design can help building a strong coop experience fitting in a true open world.
    i.e. Player A in the corridors needs player B in the control room to hack the door so he can progress, while Player C triggers orbital strikes to protect and help his friends.
    Just make sure the roles are clearly defined.

COOP TACTICS


  • Win or Loose together
    As much as possible, try to build your levels so understanding tactics and coop actions > pure skill.
    This is to limit the cases where one player would blame the other for inefficiency, or carry the game because he is too strong and the other one feels useless.
    Ultimately, you want the team to figure out the solution together, and to win together, rather than pointing the finger at one particular player.
OUR DEAR STREAMING FRIEND :)
  • Careful with streaming : usually, for the sake of simplicity, you'll want both players in the same loaded area. >> Use a simultaneous coop action + cut scene to synch all players
    i.e. Everyone must push the truck...and when the bridge falls under its weight, a short cut scene makes all players stand on the same side of the broken bridge with no way to backtrack.
ROLE SETUP MUST BE SUPER CLEAR


  • If there are any key position / role to be filled in your setup, it must be highlighted and super visible to the player that there's conceptually a Seat A and a Seat B.
    It helps organize things naturally between players + everyone has a key role.(I feel special!)
    Use lighting, colors, animated elements, UI, etc. Anything to put emphasis on the key roles / positions.
COMBAT TIPS
  • Enemies Facing = front
    I know, one would think that 2 players can easily cover 2 different sides, but it's never easy in a video game (lack of communication, you don't understand what your friend is doing, etc), and this should be reserved to special setups.
    After all, you'll never feel more in a coop game than if you see enemies you haven't shot fall in front of you :)

  • Enemies facing = Larger
    If being attacked in the back isn't recommended, enlarging the battle front compared to single player is a good idea so both players aren't shooting the exact same spot.
    Try to make it so each danger zone is visible to the side of the other player field of view.
    Vertical depth is especially good as the result of what happens above can fall down and be naturally visible below.

  • Short Delayed Threat = Simple Team Communication Opportunities
    Any situation where a player can warn the other (about some threat or opportunity) is good to strengthen the bond and create a connection between players. i.e. "Grenade!"
    Just make sure that the delay is long enough : it's more a matter of making players communicate than forcing them to react in a millisecond.
  • Not everyone doing the same thing (people love being special)
    Think of tactical setups requiring different player roles
    • Snipe + Melee
    • Above + Down
    • 1 player lures the bad guy, the other shoot him in the back.
    • One must do something while the other covers him
  • Present the setup once without enemy (learning) before introducing enemies.
    i.e. Doors are locked and must be hacked. One player will hack the door, the other will defend.
    The concept of "I must hack the door" should be presented and completed once right before the combat aspect jump into it.

PUZZLE = STEP BY STEP & SIMPLE
Don't forget that coop puzzle require some intense communication between players (voice, laser pointers, UI, etc) and although 2 brains are better than 1 to solve a problem, there's a serious risk that only one of the players finds the solution and have fun, leaving the other one behind and a bit frustrated.
  • Step by Step
    By building a step by step puzzle progression is important. This way, you make sure that both players are working on the same problem at the same time. (part of a team)
  • Parrallel paths and Visibility as a coop tool
    Work on visibility to make the solution easier to find for the player on the path not directly related to it.
    Again, it's not as much about personal skill and more about team cooperation.
  • Archetypes abilities as Puzzle Keys
    It's always better if players can use their specificities as key to unlock the puzzle gates.
    It naturally organize things and highlight players specificities.

Oops!
I just realize this took much longer than expected, and I only mentioned a few key points and pitfalls to  be avoided. At least I hope it helps starting in the right direction :)

Monday, December 22, 2014

About Coop - Part 2

What makes multiplayer game interesting is (Ta-Da!) the human factor, and if you especially enjoy the cleverness and unpredictability of your human opponents in a versus game, I strongly recomand you work on building an emotional connection between players in a coop game.


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.

Friday, December 19, 2014

About Coop - Part 1

I'm the kind of player who would like every game to be coop :)
But this being said, beyond the technical challenge, cooperation in video games is more work than just adding multiplayer and a friendly spawn point ^^

As usual in this blog, the goal isn't to write the most complete article on coop.
I mostly want to highlight the basics and help our brain to start working with good references.

Today, the topic is more about Game Design than Level Design, but hey...as I like to say, GD and LD are just 2 sides of a same coin, so it's better to understand one to better do the other (and vice versa ;) )


HIGH LEVEL COOP CONCEPTS
...or why do you need others? Why would you cooperate?
(beyond the pleasure of sharing the same experience)

More people = More power


  • More guns, more fire power
  • More strength to move heavy objects around
  • More hands to carry supplies
  • More friends to resurrect you if you fall
  • More eyes to search / scout an area
  • etc.
You get it...basically, it's the idea that even with the exact same characteristics, the more people together, the stronger they are.
It's pretty much the classic Left for Dead experience :)

Positive : lighter dependency on special coop game systems  // everyone is equal
Negative : less opportunities to make each player "shine" in his role // Chaotic in nature


We are different


  • I have the light, you have the gun
  • I can heal, you can kill
  • I'm armoured and slow, you are weak and agile
  • I can scan the enemy, you can aim for its weak point
  • etc.
We are talking about the notion of personality and complementarity.
It's your traditional MMORPG group experience :)

Positive :  powerful and strong coop concept // we like being different from each other // naturally organized based on each player's characteristics // you are the specialist and the star of the group in your field of competence
Negative : problem if there's a role nobody wants to play (or everyone wants the same role)  // more work to make sure the gameplay is interesting for everyone // heavy dependency on GD specific coop mechanics 


Situational Gameplay


  • I'll hold the door open while you pass through
  • Climb on my shoulders to reach higher heights
  • Defend me from bad guys while I fix the truck
  • I'll deal with enemies comming from the right while you cover our left flank
  • etc.
It's all about situations where players stands in various locations, doing different activities or watching different directions to progress together.
It's mostly LD related and can be build indifferently based on the 2 previous concepts.
It's the core of the Portal 2 coop gameplay :)

Positive : lighter dependency on specific coop systems // You still have clear roles where each player can shine
Negative : risk of more scripted / pre-defined situations // Situation specific = make sure the players understand what they have to do

Of course, it's not one OR the other and the 3 concepts can (should?) be merged together for a better and more diverse experience.


Don't miss the next post >> in "About Coop - Part 2" we'll get emotional...