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Great Features in Co-Op: Open World/Sandbox Gameplay
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broodax
Contributor
Joined: Thu Mar 13, 2008 12:09 pm Posts: 114 Location: Indiana Co-Optimus Profile
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 Great Features in Co-Op: Open World/Sandbox Gameplay

As you can see, this is not "This Week in Co-Op." Today marks the debut of a new column, "Great Features in Co-Op Gaming," that will alternate with This Week in Co-Op. So, this week you get our new column, next week it's back to This Week in Co-op. Well, with that clarified, let's get on with the column. This column is dedicated to discussing fun features that make co-op games worth playing. Everyone has played a co-op game and (to themselves or aloud) said "Oh man, 'feature x' is so cool" So, what feature is the focus for this week? Open world/sandbox gameplay.
Open world gameplay is a bit of a double-edged sword. You want to give the gamer freedom, but not too much, and the best games balance this wonderfully. So, when making an open world co-op game, you have to be even more careful. However, the payoff is even greater if you can pull this off. Putting a group of people in an open world has enormous creative possibilities, since teams can really think for their own and form their own solutions to problems that the game presents them. A few games actually pull this off, namely Crackdownand Grand Theft Auto IV. These two games show why open world gameplay can make a game extremely fun.
Crackdown is the shining example of open world co-op gaming. However, GTA IV's co-op missions also show the advantages of an open world game, so let's focus on GTA first. When you start the level with your buddies, you have a set location (or many locations) to get to. However, you and your buddies can get there any way that you please. This provides you and your buddies a variety of options and a great deal of freedom, which is really the whole point of videogames. You and your buddies can choose to ride all together, or you can split up into two smaller groups, and so forth. It also lets the individual player to have some freedom, while still maintaining the principles of co-op. You may get to the target location any way you want, but you must wait up for your buddies in order to complete your mission.
It is quite amazing how quickly players manage to manipulate the open world and become comfortable in the world; almost as if in real life. In open world games that take place in a big city (a la GTA IV), players soon learn street names and boroughs almost like they live in the city. Again, this all leads back to co-op and teamwork. You wonder where your buddy is, and he tells you "I'm on Third Street." Instantly you know where to go. Likewise, you and your buddies learn shortcuts
As of now, Crackdown stands as one of the best games to do open world co-op. And perhaps it makes sense that you play as a supercop in a big, open city. You have a big city to play in, and you can explore a great deal of it fairly easily, since you are basically a superhero. However, the superhero angle only adds to the bevy of ways to take baddies down. Thanks to the open world, you can easily use teamwork to take down the baddies in a myriad of ways. You may choose to flank your enemies from two different streets or send one guy on foot while the other takes them down from a tall building. Again, the open world makes complex teamwork possible, since once the baddies are spotted, your options for taking them down are essentially limitless.
Not all open-world games have you playing as a supercop, jumping from building to building with your buddy in tow. Also, not all open world games take place in the modern world (though it seems that the best do take place in big cities). However the basic ideas all carry through. There is little to no linearity as to getting from one place to another, and exploration is key. This is wonderful in a team environment, since it allows players both freedom and plenty of ways to use teamwork. The open world co-op game can be tricky to make, but when done correctly, you get a wonderful nonlinear game where you and your buddies can hang out, take down baddies, and just generally have fun in a big open world.
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| Wed Nov 19, 2008 11:48 pm |
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Mrxknown_JG
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Joined: Thu May 15, 2008 9:46 pm Posts: 2212 Location: North Carolina Agricultural & Technical State University Co-Optimus Profile
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 RE:Great Features in Co-Op Gaming: Open World/Sandbox Gamepl
I hated Crackdown, not a lot of depth and just boring. No real obstacle.
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| Thu Nov 20, 2008 12:13 am |
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bapenguin
Site Admin
Joined: Thu Dec 13, 2007 1:12 pm Posts: 2751 Location: Easton, PA Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
Did you play it Co-Op? My god it was amazing Co-Op. I seriously have never had more fun in a game. Blake even forgot to mention all the awesome side missions for co-op like races, orb collecting, and simply messing around blowing shit up. 
_________________ Owner and Managing Editor Co-Optimus.com
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| Thu Nov 20, 2008 7:49 am |
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justabaldguy
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Joined: Tue Jan 29, 2008 7:58 am Posts: 1672 Location: Houston, Texas (Central time zone) Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
We've got a lot of ideas going in this thread on this same topic. I for one didn't really get into Crackdown that much either. Loved it, it was fun, but co-op was a bit off. I could care less about rooftop racing or car racing. I wanted to take on gangs, and I did, but it seemed like the AI wouldn't allow much in the way of strategy. As soon as they were alerted to your presence, all bets were off and they just kept wailing on you. I wasn't able to do much of the two-player strategies as the developers advertised. For example, I remember a guy saying in Game Informer you could have Player 1 get in a car, and Player 2 pick up the car and throw it over the compound wall, allowing Player 1 to drive around and cause havoc while Player 2 shoots. Every time I tried something like this, the AI would blow up the car in my hands! Would like to see a sequel though.
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| Thu Nov 20, 2008 8:05 am |
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pheriannath
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Joined: Wed Dec 19, 2007 4:05 pm Posts: 469 Location: Fairfax, VA Co-Optimus Profile
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 RE:Great Features in Co-Op Gaming: Open World/Sandbox Gamepl
Mercenaries 2 says hello!
Lots of fun stuff to do in that game as well. Nick and I had a ton of fun shooting each other with anti-aircraft cannons when we couldn't decide on what objective to take.
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| Thu Nov 20, 2008 9:10 am |
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txshurricane
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Joined: Sun Aug 10, 2008 11:50 pm Posts: 1618 Location: Houston, TX Co-Optimus Profile
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 Re: RE:Great Features in Co-Op Gaming: Open World/Sandbox Gamepl
pheriannath wrote: Mercenaries 2 says hello!
Lots of fun stuff to do in that game as well. Nick and I had a ton of fun shooting each other with anti-aircraft cannons when we couldn't decide on what objective to take. Can you really call Mercenaries 2 "open world" when it comes to co-op? Granted, the pair of you can go anywhere, but the tether is such a gimp...
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txshurricane | vanlingo | 372878295 jmclaughlin[at]co-optimus.com "Iron Sights"
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| Thu Nov 20, 2008 9:54 am |
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pheriannath
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Joined: Wed Dec 19, 2007 4:05 pm Posts: 469 Location: Fairfax, VA Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
The tether isn't as bad as you might think, but the game itself is still open world. Besides, the article itself is focusing on interacting with a buddy.
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| Thu Nov 20, 2008 12:12 pm |
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Mrxknown_JG
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Joined: Thu May 15, 2008 9:46 pm Posts: 2212 Location: North Carolina Agricultural & Technical State University Co-Optimus Profile
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 RE:Great Features in Co-Op Gaming: Open World/Sandbox Gamepl
What about Saint's Row 2?
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| Thu Nov 20, 2008 12:29 pm |
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txshurricane
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Joined: Sun Aug 10, 2008 11:50 pm Posts: 1618 Location: Houston, TX Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
pheriannath wrote: The tether isn't as bad as you might think, but the game itself is still open world. Besides, the article itself is focusing on interacting with a buddy. On instinct, I'd say that a tether being a positive thing is debatable, but given the following statement, I guess I'd lose that debate: "You want to give the gamer freedom, but not too much, and the best games balance this wonderfully."
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txshurricane | vanlingo | 372878295 jmclaughlin[at]co-optimus.com "Iron Sights"
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| Thu Nov 20, 2008 12:32 pm |
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pheriannath
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Joined: Wed Dec 19, 2007 4:05 pm Posts: 469 Location: Fairfax, VA Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
I never said the tether was a positive thing, but you can be quite a ways from your co-op partner before you even know it's there.
_________________ Artist-bot 3000™ Co-Optimus.com
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| Thu Nov 20, 2008 1:11 pm |
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Garand
Johnny 5
Joined: Fri Feb 22, 2008 2:04 pm Posts: 177 Location: San Antonio, Texas Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
justabaldguy wrote: For example, I remember a guy saying in Game Informer you could have Player 1 get in a car, and Player 2 pick up the car and throw it over the compound wall, allowing Player 1 to drive around and cause havoc while Player 2 shoots. I pulled that off a couple of times. No where near as satisfying as just crushing a group of thugs with the car though.  I keep wanting to go back to this game and always seem to forget about it.
_________________ Husband, Father, Gamer. http://www.gamersvantage.com

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| Thu Nov 20, 2008 2:41 pm |
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Mrxknown_JG
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Joined: Thu May 15, 2008 9:46 pm Posts: 2212 Location: North Carolina Agricultural & Technical State University Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
I played it co-op, but it just wasn't very fun. I would like a superhero game like that (open-world and powers), but the enemies need to be tougher, obstacles bigger, and a way, WAY better story.
Nothing felt real or that it had any impact. I don't want to play "find a needle in a haystack"
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| Thu Nov 20, 2008 3:19 pm |
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Garand
Johnny 5
Joined: Fri Feb 22, 2008 2:04 pm Posts: 177 Location: San Antonio, Texas Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
Mrxknown_JG wrote: I played it co-op, but it just wasn't very fun. I would like a superhero game like that (open-world and powers), but the enemies need to be tougher, obstacles bigger, and a way, WAY better story. What you just described sounds like that game inFamous coming out on PS3. I'm really looking forward to it.
_________________ Husband, Father, Gamer. http://www.gamersvantage.com

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| Thu Nov 20, 2008 3:21 pm |
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Mrxknown_JG
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Joined: Thu May 15, 2008 9:46 pm Posts: 2212 Location: North Carolina Agricultural & Technical State University Co-Optimus Profile
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 Re: Great Features in Co-Op: Open World/Sandbox Gameplay
Garand wrote: Mrxknown_JG wrote: I played it co-op, but it just wasn't very fun. I would like a superhero game like that (open-world and powers), but the enemies need to be tougher, obstacles bigger, and a way, WAY better story. What you just described sounds like that game inFamous coming out on PS3. I'm really looking forward to it. Yeah, forgot to mention. I'm looking forward to Prototype. Hopefully with the delay from this Fall to who-knows they'll put co-op back in
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| Thu Nov 20, 2008 3:40 pm |
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shabudua
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Joined: Tue Oct 07, 2008 11:08 am Posts: 13 Co-Optimus Profile
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 undefined
I was seriously hoping Left4dead would have a somewhat open world, where you could find your own way through the city to the hospital/airport whatever, so you could try different routes on different playthroughs, etc. Oh well.
_________________ It's always fun and games until the fat zombie in the tank top shows up.
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| Fri Nov 21, 2008 1:30 am |
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Mrxknown_JG
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Joined: Thu May 15, 2008 9:46 pm Posts: 2212 Location: North Carolina Agricultural & Technical State University Co-Optimus Profile
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 Re: undefined
shabudua wrote: I was seriously hoping Left4dead would have a somewhat open world, where you could find your own way through the city to the hospital/airport whatever, so you could try different routes on different playthroughs, etc. Oh well. To be fair they were pretty clear about that. However, maybe in another game on a future system. Why? Because what makes L4D great is that they have not just tons of infected coming at you, but the details in the environment and characters. I think that would be lost if they had to make a huge city to navigate. Not to mention, the campaigns are stand-alone, there is no (as far as I can tell) chronological order to them. So that would be a odd thing to implement in a open world.
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| Fri Nov 21, 2008 11:59 am |
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