Posts Tagged ‘gameplay’

Co-Ops, Where are you?

Posted in Game Session on December 13th, 2009 by Veronica Zammitto – Be the first to comment

We are in the golden chase for a fun, cool co-op game. We’ve been trying a bunch of games that claimed themselves as co-op. There is a mix of positive and negative experiences.

Our list includes: Resident Evil 5, Halo 3, Lego Start Wars II: The Original Trilogy, Fable 2, Beautiful Katamari, Tales of Vesperia.



One of the feature decisions with co-ops games is to split or not split the screen.  In Resident Evil 5 and Halo 3 the screen is split so each player gets a part from their own view. Although you have full mobility and camera control, the sub-screen is small and it’s harder to see things around. Even if your console is hook-upped to a big screen, if you want to play comfy from the couch it doesn’t feel really good. In Lego Start Wars II, Fable 2 and Tales of Vesperia, you shared the screen with the other avatar, so coordinating where you’re heading is important. Specially in Lego Start Wars II where you can accidentally push your partner to a pit and kill him over and over again. In Beautiful Katamari, both players simultaneously control the katamari, as you imagine a lot of coordination is required.

I’m concerned about how publishers stamp ‘co-op’ on their games just because is a buzz word but zero support in the gameplay. In some games it seems to be not distinction between a ‘multiplayer’ and a ‘co-op’. It’s like just the mere presence of a second player allows them to say ‘co-op’. This is rather disturbing and a source of frustration because they offer an gaming experience of cooperation between players that is not fulfill. For instance in Resident Evil 5, the glimpse of cooperation is that if your buddy is grabbed by a zombie you press a button to help him and then just keep shooting around. Now (with your best sarcastic voice) that is co-op 😛

In Fable 2, a game that has a lot of (other) good features, player 2 instead of embodying the older sister gets into a second kid. Ok, I understand that Rose might need to say and do things that would be too much for putting that baggage to the player. But there is no adaptation in the ‘co-op’ version for this second Hero! He is never acknowledged in the dialogues. Please, just say children instead of kid. Please, use a plural noun instead of singular. On top of that, the second player is pretty much a ghost, it’s not possible to interact with the objects, like knocking on a door. Player 1 has to do everything. Player 2 comes to live when it’s time to fight. What a bummer for player 2! For such rich character driven game, not recognizing the second player makes the whole experience dreadful.  This is pretty much the same that happens in Tales of Vesperia as well.

Simpler games like Beautiful Katamari and Lego Start Wars II have done a better job for playing together. In Beautiful Katamari you need to talk to your partner to optimize rolling up your katamari, you need to agree to keep moving in a certain direction otherwise you can’t control smoothly. It does indeed create synergy between the players and promotes cooperation. When they say co-op they do mean co-op.

Lego Star Wars II is pretty good in the co-op mode. Since you share the screen you have to agree about where to go, you also need your partner to stand strategically for instance to give enough space for a jump or for avoiding to accidentally push you to your death in a pit. What’s further supporting cooperation is that each avatar that the player controls has different abilities and can resolve specific parts to keep going, for example Obi-Wan can use the force to move blocks and build a bridge, R2-D2 can hack doors.

The social factor in games is really important. It can promote people to play a game, it’s also investing time with your friend, you’ll recall when you were playing together the other day, and what a good time with your buddy you had. If developers are looking into this, they need to be more careful about what they promise and what kind of experiences they want to promote. Not because a second player can log in means that they cooperating or playing together. I’d love to see more co-op games out there, and have fun with them.

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Nigth Raveler

Posted in Game Session on July 15th, 2008 by Veronica Zammitto – Be the first to comment

Night Raveler unleashes interpersonal relationship fantasies.

We play, we experiment with loving links through our little avatars. There is no ‘a way’ to play this game, it will be lead by our curiosity and unconscious triggers.

Its gameplay is really simple but powerful. The player sees buildings and little people at the windows, wire-like lines appear between windows. He controls a little guy with scissors that can cut those wires but only if they are thin. When connections are broken, the avatars run desperately in front of the window, sad faces show up. If isolation is a constant they commit suicide.

It is surprising how those ‘wires’ that start showing up turn into desires.

Let’s make a big party, and let connect of wires, multiple wires from which window. Or in a different mood, we believe in soul-mates and only two of them can be hook up, we’ll cut any other wire out there. There is always the possibility of isolation and self-destruction. Eros and Thanatos.

It amazing finding ourselves doing the former or the later, and the middle one possibilities as well 🙂

I would like to make a call to NR players, try to bring that second when you make the decision of cutting or not, listen to yourself, experiment doing the other. Although, I doubt you haven’t already tried it 🙂

The game at Ludomancy blog

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