Difference between revisions of "Cooperation"

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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Game-Induced Player Social Status]]
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[[Betrayal]], [[Game-Induced Player Social Status]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 19:56, 7 February 2011

Coordination between several agents of actions, information, and resources in order to reach goals or subgoals of the game.

Cooperation in games allows players to divide tasks between them and rely upon each other's abilities and resources to work together to reach goals. It may enable players to perform otherwise impossible actions or may make players feel that they are part of a team.

Examples

Laying a puzzle together with friends has Cooperation between the players, but one can still see the puzzle as containing Competition (or even Conflict) against the game system or designers of the puzzle.

Example: The members of a Soccer team have to cooperate in order to beat the opposing team.

Example: In Lord of the Rings, the board game, the players coordinate their actions in order to defeat Sauron. The gameplay in this game is basically fully cooperative since the main goal, defeating Sauron, is common to all players, that is, either the players win the game or they all lose.

Although only one needs to make it to a safe room for a level to be completed in the Left 4 Dead series, players can cooperate by healing each other, saving them from being incapacitated, or hand over healing equipment to each other.

Example: MMORPG sections where there is no possibility for destructive player versus player actions, such as attacking or stealing, encourage Cooperation as the possibility of Betrayal is lessened. Further, a player that does not cooperate can lose compared to the other players if all the other players collaborate.

See the category of Co-Op Games on this wiki for additional examples.

Using the pattern

Drop-In/Drop-Out Space Alert Betrayal Agents Algorithmic Agents Battlestar Galactica: The Board Game Non-Player Characters AI Players Enemies Multiplayer Games Internal Conflicts Free Gift Inventories Invites Altruistic Actions Delayed Reciprocity Shared Resources

Cooperation does not need to be limited to Multiplayer Games - Public Interfaces makes it difficult to judge how many are actually providing input (an example of this can be found in the iPad version of Flight Control), and Non-Player Help allows people not playing a game to have Cooperation with those playing.


Betrayal can be added to games with Cooperation, as for example done in Battlestar Galactica: The Board Game or Shadows over Camelot, to create Inherent Mistrust and Tension.


The simplest way to achieve Cooperation is to use Team Play, but equal levels of Cooperation can be achieved by introducing Mutual Goals with Shared Rewards to players. This creates incentives for the players to strive towards the goals together, and it has been shown that cooperative groups with Shared Rewards perform better, are more strongly motivated, and more willingly engage in Social Interaction. The Mutual Goals, however, do not need to be the highest level goals in the game; that is, it is possible to have Competition and Conflict between the players as a high level goal and use Mutual Goals as subgoals for reaching the high level goal.

All Alliances and Team Play are based on Cooperation between the players. Even the lowest level of Alliance, agreeing not to hinder or harm the other player, is a form of Cooperation, as the players coordinate their actions, even though they might not be trying to achieve Mutual Goals.

Every mode of play where the players perform actions together for mutual benefit requires Cooperation from basic Collaborative Actions to Trading and even Bidding. The benefit does not have to be direct to all the cooperating players but there can be a time delay for the Individual Rewards as is described in Delayed Reciprocity.

Shared Resources gives players the opportunity to decide between cooperating on how to use the Resources as fairly as possible or going into Conflict over how to use them.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Cooperation increases Social Interaction between the players, as they have to coordinate their actions in order to reach the goals of the game. Having, or having the possibility, to cooperate allows players to make use of Competence Areas and provides a form of Constructive Play as the coordination in itself is a common accomplishment. Cooperation is also the basis for having Social Organizations and Social Dilemmas in the game. Different levels of Game-Induced Player Social Status may lead to spontaneous chains of command in Cooperation situations.

Games where Cooperation and Competition coexist give rise to more Complex Gameplay, and while it may increase the amount of Social Interaction it can also introduce Tension between the players. When there is a possibility of Betrayal for the cooperating players, this also tends to raise the Tension and sometimes lowers the motivation for Cooperation due to the Inherent Mistrust.

Relations

Can Instantiate

Constructive Play, Social Dilemmas, Social Interaction, Social Organizations

with Competition

Complex Gameplay, Tension

with Betrayal

Inherent Mistrust, Tension

Can Modulate

Competence Areas

Can Be Instantiated By

Non-Player Help, Public Interfaces

Can Be Modulated By

Betrayal, Game-Induced Player Social Status

Possible Closure Effects

-

Potentially Conflicting With

Betrayal

History

A revised version of the pattern Cooperation that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.