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Subject: Co-op sub genre and further information rss

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Kristofer Lilja
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Hi!

Im currently working on a simple and fun co-op game. You work together as a team but in the end its still the player with the most points who win. So its a combo between co-op and competition so to speak. I know that this type of games has been done many times before, and I need some knowledge about them. Do this type of games have a special name, like a sub genre to co-op? And where can I find more info and inspiration to my ongoing work.

Thankful for any information and help!
 
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'Bernard Wingrave'
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I don't know if there is an official name yet.

Some terms that have been used:

Competitive games where everyone can lose

Coopetitive games

Competitive cooperation

 
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'Bernard Wingrave'
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Examples:

Terra

The Omega Virus

I will note that for both of the above games, the official rules have one winner (or no winner) but I typically play them as pure cooperative games (either the group wins or the group loses). This eliminates the possibility of a player who is losing deciding to play poorly so that everyone will lose.
 
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Ken Bush
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I’ve seen “semi-co-op” used a lot
 
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Isidor Shniadoski
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I believe that the term Semi-Co-op has been used to describe this type of game. One game that comes to mind that features semi-co-op play is Martians-A Story of Civilization. All players work together to upgrade and maintain the colony, but the one who does the most is the winner.
 
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Dave Neale
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Semi co-op is probably the most commonly used term.

You should also be aware that many people consider it a genre with some particular design challenges. I believe the most commonly voiced critique is that different players give different weights to the different goals - if players prioritize winning as a group over losing as a group (regardless of whether they win individually) the game can work okay. But players will often see losing as a group as a better outcome than winning as a group but losing individually, meaning they lose motivation to play, or, at worst, deliberately throw the game.

These issues are not insurmountable, but you need to think about them if designing this type of game.

There are many threads about the issues with semi co-ops, see here and here for examples.
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Corsaire
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In my experience they are either called dust collectors or cooperatives with some goofy scoring system that is ignored (see Legendary.) Unless there is a definite betrayal mechanic, then these games are now ignored by my game groups.

The question I ask is what is the central game experience supported by the multiple personalities.
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Kristofer Lilja
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Thanks for all info! This will make my ongoing work a bit easier.

 
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Kristofer Lilja
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whitescar wrote:
Semi co-op is probably the most commonly used term.

You should also be aware that many people consider it a genre with some particular design challenges. I believe the most commonly voiced critique is that different players give different weights to the different goals - if players prioritize winning as a group over losing as a group (regardless of whether they win individually) the game can work okay. But players will often see losing as a group as a better outcome than winning as a group but losing individually, meaning they lose motivation to play, or, at worst, deliberately throw the game.

These issues are not insurmountable, but you need to think about them if designing this type of game.

There are many threads about the issues with semi co-ops, see here and here for examples.



Thank you for explaining the issues with these kind of games! I will have this in my mind while designing my game.
 
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