Editorial | 6/19/2014 at 2:00 PM

Indie-Ana Co-Op and the Dev Stories - Fostering Gaming Relationships

Developer Mount Olympus wants to make co-op games that bring us together

Co-op gaming has definitely grown in the past few years but it's a two-edged sword. Just because a game includes co-op doesn't always mean it has co-op that was part of the design decisions from day one. This month in Indie-Ana Co-Op, lead designer/founder of Mount Olympus Games, Lyle Cox, shares his vision and design philosophy with us for Together: Amna & Saif.

The Co-Op Decision

It was shortly after the release of Jamestown I decided I wanted to make a co-op game. My friends and I had a blast clearing everything in that game. The way they removed all competitive elements from the game made it one of the most enjoyable social gaming experiences I ever had.

After a year and a half of working at nights prototyping different ideas including an over scoped 8 player networked asymmetrical-co-op bullet hell, I ended on the core idea that eventually became Together: Amna & Saif. Interdependent co-op. Co-op where you have to rely on and coordinate with each other, where progression is impossible without another person.

The Internal Struggle

Making progression impossible without two players means no single player mode. No single player mode means shrinking the potential players by a large amount. It also means you can't try the game by yourself very well before inviting a friend to play. This weighed on my mind for a long time before I decided for certain there would be no single player. If I was going to make a game intended for two people, I shouldn't go against that core theme of the game and do the opposite. I also didn't want the single player experience to be the first impression for a game designed to be co-op.

If there was single player it would be an inferior experience or a different game at best. I considered all the options, a bot, controlling both players, switching between players, and others. All of them more trouble than the problems no single player brought. If in order to maintain the integrity of the game less people were going to play it, then so be it. Those that do play it will have a better game as a result.

Social Good

I want to make a game that benefits society in some way. My hope is Together will foster a relationship building experience. Interdependence goes beyond having a conversation or doing something together. Interdependence is where people are mutually dependent on each other. It is a key quality in a rewarding and successful relationship and Together allows you to experience and practice it in a tangible way, even with people you normally wouldn't experience interdependence with.

Here are some of the decisions I made to foster bonding between players:

If a level can be completed by one person I cut it Mechanics are designed for players to assist each other and/or coordinate with each other. This means players need to talk and rely on each other There are no abilities unique to each player. This removes barriers to empathy by making it easier to know what the other person can and can't do Feeling powerful inhibits empathy, so there are no weapons or special abilities There are some things that one player can do but the other cant, but those are determined by the environment, not the character. This makes it so you can easily switch places if you are stuck or a child wants to do a specific task. There are some puzzles where doing what seems best for yourself will result in failure if not taken within the context of the needs of your partner. My hope is that people will be more thoughtful of each other as a result. There are sections of the game where after a series of coordinated moves one of you is racing against time to grab an objective while the other supports. You end up both thinking the same things and end with a cathartic yes! This is where high fives happen most often

 

Co-op for Everyone

Two groups of people I have in mind when making the game are couples and parents with their children. In these cases one party often has limited experience with games. So I want to make the game approachable and enjoyable for them. At the same time, I want to keep the game challenging for more advanced players.

Perhaps more important than the other concerns, I want to make Together playable by as many people with disabilities as I can. They deserve the emotional connection and experience of playing with their friends and loved ones as anyone else. Many people have disabilities that prohibit them from sharing other peoples hobbies. I want to make the game accessible to as many of them as I can, so they can share their hobby with others.

There are a few personal reasons I chose to make accessibility a priority. I have a friend with muscular dystrophy which makes playing on a keyboard impossible. I implemented mouse controls so that he could play. I also have four uncles who are all color blind, so that was on my mind. Colors used in game mechanics were planned with the color blind in mind.

Some things I have done to make Together enjoyable for everyone:

The core campaign of the game will slowly increase in difficulty most everyone can finish the game together There are more difficult optional objectives that unlock more difficult levels for those seeking a challenge. Even the most avid gamers get stuck The main campaign levels are designed to require more puzzle solving than mechanical skill Colors used in game mechanics were planned with the color blind in mind Controls are kept simple, you can play with one hand.

With colors in place and keeping the base controls simple we are well positioned to make the game widely accessible. There are many other things we can do, and we will do everything we can on our indie budget during the beta phase of development to make sure as many people as possible can play Together.

Design Decisions

One of the first mechanics I started with in Together was a ghost which would chase the player and possess them. At which point the player would be disabled and float in position until the other player lured the ghost out. I discovered through play testing that the ghost mechanic was putting players under a lot of unenjoyable pressure. Especially if there was a skill discrepancy between players one player would end up carrying the load. I want both players to feel competent and equally responsible for their success, so this wasn't working.

It was a big enough issue that I removed the mechanic from the game which was in most of the levels and started from scratch. Without spoiling the game, I will say the mechanics I replaced it with were less hostile and allowed for a more thoughtful approach rather than being under constant duress. This also helped focus the direction of the game to one of accessibility and approachability.

Thanks for Reading

I believe that all media we consume can both benefit and harm our lives and our society. I think games specifically are under utilised for good. In this case, I hope they will bring people together and that they can strengthen their relationships with each other. I know there are couples looking for things to do together, and children who need more attention from their parents. Maybe they can play Together. You can support the development of Together: Amna & Saif on Kickstarter, vote for it on Steam Greenlight, and sign up to get noticed when it is released at the bottom of the website.
 

Ed. Note: We'd like to thank Lyle for taking the time to contribute to our site. Together: Amna & Saif is roughly slated for release in spring of 2015.