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Delve (the working title of my dungeon crawler) is a cooperative game; all of the heroes want to work together to win as a team. I don't know how many 'cooperative' games you've played, but I can tell you from experience that just making good cooperation between players a dominant strategy is sometimes not enough. Some players are naturally competitive and yearn to outdo their team-mates while some love to be the chaotic element and run off on their own just to see how much trouble they can stir up. In order to encourage better teamwork (which is fun on its own) the mechanics of the game need to reward cooperative play.
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Trading items has always been an option in the game, but it originally cost an action point. While that makes good sense thematically, it imposes a very real cost to the play. By making it a 'free' action, the only remaining cost is the need to stay close to fulfill the action's adjacency requirement. The heroes should probably be staying relatively close to each other anyhow, so that will actually help them to play more strategically.
With those two changes it is still entirely possible to abandon your party and run off on your own, but without any ability to heal yourself you probably won't last very long. And while it's still possible to behave selfishly in the game, what are the chances the other players are going to trade you items or heal your wounds when you are?
A big part of game design is knowing how different kinds of players will play your game. While you never want to force everyone to play the same way, there are types of play that will reduce or destroy the fun of the game for other players. Your goal is to find carrots and sticks to lead players down the funner paths without beating them over the head with it. A rule that feels out of place will appear as an obvious patch, but a rule that fits the theme of the game will draw attention only from careful scrutiny. Better still is when you can change the nature of the game by altering the contents, rather than adding or complicating rules. Removing an offending component is even better because it streamlines your game and no one will ever notice it's missing.
It's interesting to hear about player selfishness as a problem in cooperative games. While I'm vaguely aware its existence, my playgroup is so heavily dedicated to optimization that we have the opposite problem: we cooperate too much. In games with a traitor mechanic (e.g., Shadows over Camelot, Battlestar Galactica) it becomes far too easy to detect non-optimal behavior. And in games wherein there is no hidden information (e.g., Pandemic) it basically becomes a one-player game, since there is no need for independent decision making.
ReplyDeleteIn fact, in order to "fix" Battlestar Galactica, we had to homebrew a points system that encouraged selfishness, so that Cylons would have some sort of cover for their lack of cooperation.
I'm actually in the same group as HavelockV, and have similar cautions against a fully cooperative game. It's really hard to make a fully cooperative game that has distinct and meaningful decisions for each player. The usual way to make the players distinct is "hidden information", but there is rarely any incentive to keep information hidden when all players share the exact same victory condition.
ReplyDeletePerhaps it's just my preference or specific to the dynamics of my regular board game group, but I think it's much easier to design a compelling and replayable "1 vs many" or "traitor" game than a fully cooperative game.
I know a lot of players that love Pandemic and other fully cooperative games, but I'm not one of them. I agree that they end up feeling like ~4 people playing one big solitaire game.
ReplyDelete"Hidden information" in those games always seems to devolve to "the rules say I can't tell you explicitly what's in my hand, but I can tell you it's between a 2 and a 4, wink wink." What a waste of time. Give me inventive to keep something secret or just make it public, c'mon.
Delve and—as far as I know—all dungeon crawlers, play very differently. They tend to be grab-as-much-glory-and-loot-as-you-can-while-not-getting-your-team-killed affairs. Delve is playable with or without an "archenemy" player.