Game Development Community

Co-op dilemma

by Daniel Buckmaster · in Game Design and Creative Issues · 03/03/2008 (8:08 am) · 4 replies

I'm starting to write an outline for an FPS game similar to Gears of War. (Similar in that it has a cover system and a sci-fi setting.) I was thinking how fun co-op games are and figured that with Torque's built-in networking, it would be a perfect addition. My story eve starts with two 'main' characters - perfect for two-player co-op.
The problem is, I wanted one ofthem to die in the second mission - I thought that was really good for the story. However, the co-op play wouldn't be much if his happened.
So...
1. I could just introduce another second-player character for the third and subsequent missions. This decreases that player's investment and enjoyment, since they effectively died and got shunted to someone else's role. And the plot doesn't have much/any room for a third 'min' character.
2. I could keep the second main character alive. Which, being a stubborn writer, I don't want to do.
3. I could write a whole different campaign for the co-op game, which leverages the two-player mechanic as much as possible.

I'm leaning towards 3, but I don't want to have to write two different campaigns. Both of them would oinevitably suffer. Introducing a third character is an interesting idea, but there'd be prolems. In my original plot, th two main characters are best friends. The one character's death provides motivation for the remaining character, and also a really nice ending sequence. Wedging a third main character in could go one of two ways - he is another great friend, or an outsider. Having three awesome friends is a little crowded. And making one player character dislike the other player character while being best buddies with an NPC is also kind of awkward. Even if, later in the story, they come closer together. Then I can't have my nice ending, unless I also kill off that character or make him betray the main character :P

Getting rid of co-op is possible, but I really love the whole idea of co-op gameplay. Including multiplayer kind of alleviates that a little - players on a team versus NPCs would give a similar sort of gameplay, though lacking the stoy element.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
03/05/2008 (9:53 am)
Make the 3rd guy the 2nd guys brother or something. You'd still have the same vendetta effect of a partner dieing, and both would be invested to continue the story.

I suppose it would be good to introduce the 3rd guy earlier on.
#2
03/05/2008 (12:42 pm)
Maybe re-arrange the missions so that you play the current first two missions as a flashback sequence after a different first mission or tutorial that explains that something bad happened to the guy?
#3
03/06/2008 (10:28 pm)
I've figured out a solution for my game - I talked to a few friends and we worked out a way to wedge in a 3rd guy, as well as add some more power to the story. I'm happy now...

[For those who are interested - the two main characters are the 'security guards' of the place the game features. The main character is about to retire, and a rookie has been brought in for a few days' overlap, after which he will continue on with the 'best friend' main character. Then when the events of the game unfold, the main character is forced to stay on and he and he rookie go through the events of the game after the best friend's death. This will also alow me to put in some explanatory dialogue about the game's backstory, framed as explaining things to the rookie.]

However, I'd like to make something more general of this. How essential do you think co-op gameplay is to modern games? What about the more rarely-seen counter-op? I remember having a blast playing Perfect Dark, trying to thwart my friend and rarely succeeding, but having a good time all the same.
IMO, both co-op and counter-op should feature in as many games as possible.
#4
01/11/2009 (9:49 am)
How about making the game intro sequence start for example near the end of the story, where the 2nd guy would appear that he is about to be killed, then flashback to the beginning so that players can see what happens...?