The Case For Co-op According To Christopher Park

Katrina "ShadokatRegn" Pawlowski July 30th, 2009 at 4:43 PM    



There is no 'I' in co-op, but there is an 'i' in pie...
 

There is no denying it - co-op is on the rise! Developers are catching on to the fact that gamers like being able to play together rather than alone or against one another. One in particular, Christopher Park, has taken it upon himself to explain some of the reasons behind Co-op. This gives us a very solid Case for Co-op!

First, lets explore what Christopher Park is responsible for in the co-op world. Arcen Games, Christopher's company, is building AI War: Fleet Command from the ground up around co-op. AI War: Fleet Command is an RTS that promises to do co-op correctly. None of this 2v2 skirmish co-op, but real objective and missions based RTS. We've really only seen this with Dawn of War and Halo Wars, so it's a welcome addition to the family!

While gaming single player is fine, and even a good versus match from time to time can build character (or achievement points) - co-op is becoming increasingly important. "Why is that?" you might ask. One of the biggest reasons co-op is making a huge comeback, is the age of gamers that play them. That's right, us old fogeys that stood shoulder-and-shoulder in arcades of lore want to reconnect with our old neighborhood friends online. Or, when significant others and children come into the picture, we don't get much single player time anymore; it's share and share alike here in couch Co-op land.

If co-op is done right, players of all skill levels can game together! Games like Gears of War 2 take the adjustable difficulty literally, and each player can set their difficulty to account for their individual skill. Otherwise, many games will allow the stronger gamer to head to the front lines, while the more casual of the group brings up the support. Bridging the gap between casual and hardcore, what better way to bring a family together?

To add to this, Christopher seems to have the right idea with how co-op should work with players of different skill levels.
 

"It can even help to naturally give weaker players a boost, leveling the playing field so that the advanced players take the more difficult position/class/loadout/route/whatever, while the newer players take the easier path. Thus everyone is doing something skill-appropriate, while still contributing to the team goals. The weaker players aren't overwhelmed and the stronger players aren't bored."


Why is this bridge important to Arcen Games?
 

"I think that the "cooperative hardcore gamer" demographic is a growing one, and an under-served one. We need games of all kinds, and at the moment what is most lacking is full-featured cooperative play."


We couldn't possibly agree more! Many titles will slip in co-op, but it feels like more of an afterthought feature, than an actual element of the game. Christopher has a few tips for adding co-op to your games, and we would like to see it done more often as well!
 

"There are many great ways to integrate co-op into your games, but the key thing is to at least consider it. The question should not be "how can I add this feature with the least amount of effort, since only a few people use it?" But rather, "how can I make this feature really shine, so that more people will buy my game specifically to have it?" "


Co-op also gives game designers a great advantage when creating scenarios to challenge players. While competitive multiplayer pits you against players or AI with similar skill and units, Co-op is free to throw in the storyline elements of a single player game. For instance, bosses are important to the single-player experience - so, why not tackle them together? To illustrate that:
 

"Mario faces off against everything from lowly Goombas, to the slightly-better Koopa Troopas, to giant and powerful bosses. Just think how boring the game would be if Mario's only opponent was Shadow Mario, an evil counterpart that has exactly the same abilities as the player."


Bridging our gaming gaps from hardcore to casual, bringing us bosses to tackle together, and enthralling us with story - co-op can really have the best of all worlds. We'd like to see more of it taken seriously, instead of tacked on as an afterthought.

Source: Link

 Tags: editorial ai war: fleet command


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11 Total Reader Comments

x4000 at 12:22 PM on 7.30.2009
Glad you liked my article!

Two quick notes First, AI War doesn't feature a story-based campaign, but rather procedurally-generated ones. They are "campaigns" in the sense that they are long and involved affairs with many sub-goals and lots of decisions on the way to victory. It's almost more like the "conquer the world" modes in CivIV or something like that (another great game with some degree of co-op, I might add).

Second, AI War is already out and available on GamersGate and Impulse (the article was originally written months ago, when I think the game wasn't quite out yet).

I really hope that co-op will start taking off more with other developers, there are so many great games that could benefit from it. Resistance is my favorite example of easily adding co-op to a single-player console FPS game (I was disappointed in the co-op aspects of Resistance 2).
 
Mrxknown_JG at 01:53 PM on 7.30.2009
x4000 is Chris Park?

AI war does sound interesting...is it coming to consoles?
 
x4000 at 02:23 PM on 7.30.2009
Yep, that's me. I doubt that AI War will ever come to consoles, just because it is really tailor-made for PC hardware (mouse and keyboard, plus also the CPU/GPU style). We're mainly a PC developer in general, but with some of our other future titles we'll probably support the 360 at least, and possibly the PS3 depending on what the situation is at the time.
 
Mrxknown_JG at 04:52 PM on 7.30.2009


Nice response. I'll keep an eye out and I'm sure Co-optimus will keep us in the loop of any news.

I am especially interested in the procedurally generated content. So, I'm curious how do you see the evolution of the controls in Halo Wars and other RTS games for the consoles? Does that influence PC control design?

I can't really think of any genre that is restricted from co-op. Certain sports-based games for sure, but not the sports genre. Puzzle based co-op is an interesting idea I haven't really seen.

But what companies have brought to co-op in general and what's coming is very exciting.
 
x4000 at 05:03 PM on 7.30.2009


I agree -- I couldn't be more excited about New Super Mario Bros. Wii, for instance. But I still want to see a lot more. At best, it's like every 10th title has co-op right now, I'd really prefer to see that number approaching 10/10. I think that's inevitably going to happen with the biggest titles, but I'd rather see that happen sooner than later.
 
samoza at 12:18 AM on 7.31.2009
Nice to know that we have some developers viewing the site. I'm no longer a PC gamer, but your game sounds interesting. I will just have to wait until you bring something to console )
 
x4000 at 02:55 AM on 7.31.2009
Fair enough.
 
Parflagush at 08:40 AM on 7.31.2009
Thankfully co-op is getting more attention these days and that's great, but I'd really like to see them allow more players. 2-player co-op doesn't seem like it's even worth the trouble, and 4-player limits make it difficult to keep all my friends entertained. Bring us some more 6 player co-op games.
 
smurphster at 08:48 AM on 7.31.2009

corrected your post... no need to thank me
 
txshurricane at 11:31 AM on 7.31.2009

 
Mrxknown_JG at 08:16 PM on 7.31.2009


I went one better. GRAW 2 had it and it was a BLAST!
 


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