Quantcast Co-op Game Bill of Rights: 2008 Edition - Ozymandias

Co-op Game Bill of Rights: 2008 Edition

Last week we published some thinking on what we'd like to see of future co-op titles. The problem we were trying to address is simply that the basic "bar" of what a co-op game should include isn't really defined, and game support seems to be all over the map. My co-worker Krotus and I thought we'd gin up some thoughts and see if we could get community feedback on them with the goal of ending up with a basic Co-op Gaming Bill of Rights (with full credit to Tycho of Penny Arcade for coining the term.)

We've gotten a ton of great feedback over the last few days from blog comments, Major Nelson, Co-optimus readers (and Bapenguin), as well as Evil Avatar readers. It's challenging to try and channel hundreds of passionate opinions in a simple, structured way that can be a useful tool for game developers. As such, I'll be upfront and say that not every comment or suggestion is included below. That said, we were encouraged by the positive community feedback on the initial draft, and feel strongly that the final version below is a great bar to target when designing a co-op game.

We also saw some interesting comments from folks who wondered just how popular co-op gaming actually is on LIVE. Although we've known for a while that it is quite popular, I realized that we hadn't previously been able to share any data. With that in mind I shook a few trees internally and got permission to share a few choice tidbits:

As of October 2007 (last time we pulled data):

  • 64% of Halo 3 players had played Halo 3 co-op at least once
  • 47% of Gears of War players had received the "Dom-Curious" co-op achievement
  • 34% of Crackdown players had played co-op and killed at least one boss

(Note that all numbers above are for LIVE members who have played co-op.)

Hopefully this data will help put to rest any debate about whether or not co-op is appreciated by the community - I think the numbers speak for themselves (though I'd like to think the work we've done on LIVE to make it easy to play online contributed!)

Moving on, to better collect input we split the Co-op Game Bill of Rights into two basic buckets:

The "required features" section tries to capture aspects of co-op gaming that the community really feels are critical to the experience. Put another way, not having some of these features causes the co-op experience to be dramatically diminished in our humble opinion.

The "cool, harder to implement features" section attempts to capture those aspects of co-op gaming that we'd like to see more of, but recognize not all games can support, either due to cost, technical difficulty, or scale of the game.

So with all that said, we're pleased to present the community-driven, Co-op Game Bill of Rights: 2008 edition! (Yes, they may well evolve... over time it's likely some features that are in the "harder to implement" bucket may well become "required" in gamer's minds.)

Required Features All Future Co-op Games Should Have In Our Humble Opinion:

All co-op games should allow players to play cooperatively through the rich, single-player experience. Doing so through suspension of disbelief (ie, when cinematics refer to only a single player) is ok, though not ideal.

All co-op games should maintain group continuity. Specifically, once players have formed a group to play together, allow that group to stay together through levels, transitions, cinematics, etc. Consider enabling party leader/host migration if the party leader should have to leave. The game should never force players to rebuild their group after a mission.

All co-op games should allow players to communicate easily and effectively. Although voice support is common on consoles such as the Xbox 360, other platforms such as the PC should also support rich ways for players to communicate.

All co-op games should have flexible save points allowing players to save their progress and pick up from it at a later point without losing their progress.

All co-op games should support join-in-progress, where a player can join (and leave) another player's game at any point in time (also known as "drop-in/drop-out" support). Join-in-progress should be allowed regardless of the joining player's own, personal progress through the game.

All co-op games should allow the host to set whether anyone or friends-only can join. Players who join should also be able to invite their friends.

Games that allow split-screen and online play should support any combination of these two play modes. For example, two players can play split-screen on one console while allowing a third player to join their party over LIVE.

Players who join into a co-op game in progress are awarded achievements for their accomplishments, even if they haven’t gotten lead-up achievements. For example, joining a game in progress and then killing the fourth boss gets you the “4th Boss” achievement.

A game that allows co-op online play should also support co-op play locally, either through LAN or split-screen (ideally both). An online subscription should not be required to play co-op locally on a LAN.

Cool, Harder to Implement Features We'd Like to See in more Co-op Games of the Future:

Design core gameplay around the concept of two or more players coordinating and playing cooperatively together. This means game mechanics or puzzles that require two players to play together to progress, and not simply enabling two people to play through a standard FPS level together. Simple examples include Splinter Cell Chaos Theory and Army of Two with concepts such as dual-trigger activities (two buttons must be pressed at same time to open door, or double keys on doomsday machines), helping traverse terrain (boost up/rappelling), and combat coordination (dual-sniping, distract guard while companion attacks from behind).

Playing co-op should not result in a lesser experience than playing the game solo. Specifically, story and cinematics should A) be available to co-op players, and B) change to acknowledge additional co-operative players playing through the rich, scripted "single player" campaign. Examples include Resistance, Halo 3, etc.

Plan for game replayability and allow players to play through variants on the core, co-op game. Examples might include randomized enemy placement, multiple paths through levels or solutions to challenges, new more challenging difficulty levels, updated objectives, or allowing other online players to play "AI opponents" in your game.

Allow co-op teams to to personalize their in-game characters through skins, clothing, face-in-game, or other methods.

If your co-op game has distinct roles (such as guitar player, sniper, medic, etc.) consider adding role selection as an option when matchmaking.

If a multiplayer game supports AI, enable players to play as a co-op team against those AI opponents. Put another way, allow players to play against AI in a private, friends-only game if they wish.

Allow players of very different skill levels to play together effectively, either through handicapping/buffing or by providing a unique co-op helper role for the lesser skilled player. An example of this is the 'loot vacuum' role played by the second player in Super Mario Galaxy.

If additional, downloadable content is needed to play the game cooperatively online, consider ways of A) notifying a player up front of that need, B) linking the user to where they can access that content (needed for paid content), and C) if possible, consider sending the content directly to the user P2P.

Enable "try before you buy" by partnering cooperatively with another player who has purchased downloadable content. Allowing the purchaser to invite other players to play with that content for free (while the original member is hosting) lets a wider audience try your content... to everyone's benefit.

Build larger-scale co-op campaigns that allow greater than two players to play together. (One example of this are reports of Resistance 2 on the PS3 supporting 8 players playing cooperatively together at the same time.)

Consider adding a simple co-op play mode to games that aren't necessarily designed with co-op in mind. One example is Eternal Sonata, a traditional RPG that allows multiple local players to control different characters in combat.

If game content needs to be unlocked in order to access it, share the unlock between single player and co-op modes.  For example, in Guitar Hero III, unlocking a song or guitar in single player mode makes that song available in co-op mode (and vice versa.)

Allow a player to jump to another player's camera view (with appropriate permission, and taking potential cheating or game balance issues into mind). This provides a useful tool for one player to assist another player through a level or challenge.

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Comments

Skibit said:

"Games that allow split-screen and online play should support any combination of these two play modes. For example, two players can play split-screen on one console while allowing a third player to join their party over LIVE."

This should be for all games.  Too many games do not support this feature (e.g. Tiger Woods, Carcassonne).

# March 18, 2008 8:42 AM

Ruairiau said:

I agree with Skibit. That IS the most important feature.

# March 18, 2008 9:18 PM

Twist said:

One feature that I think should be supported more is the Guest account feature. Don't make my brother, who doesn't own an Xbox 360 and only plays a game with me a few times a year, sign-up for a gamertag just so we can do a bit of co-op (or even online multiplayer). He doesn't care about achievements or gamerscore. He just wants to have a little bit of fun.

# March 18, 2008 9:53 PM

Mark said:

Save Game slots with the either a CLEAR self-naming system or the ability to name the save games.  A friend and I were playing Army of Two when he had to leave.  I figured I would start over with a new game save for a single player play through, leaving my co-op save for when my friend returned. I didn't see any options for save games or slots, all I saw was an option to continue from checkpoint or start a new game.  I didn't want to overwrite our co-op checkpoint, so I didn't play, which sucks.

# March 19, 2008 12:58 AM

DevsterC said:

@ Mark

Yeah, I was just logging on to say that there should be an equivalent set of commandments (I don't like the 'rights' moniker, as rights as a concept cannot be optional) for single player games. But for multi, ya, I could see wanting to save a different stream for your single player game as your multi game - like in GoW or something.

With the availability of the virtual keyboard, the messenger kit, and even a usb keyboard, there really is no excuse for single player games not to offer users the option to name their save file - ESPECIALLY IN RPGS. Why should someone need to remember if they last used their thief character in Oblivion on 3/18/2008 or if it was 3/08/2008? Or which save date will allow me to go back to before I got too far into that large dungeon? The 'preview' images most games save with their save file may help a bit, but it's really not THAT helpful.

# March 19, 2008 4:09 AM

Arep said:

In my opinion split screen should be a required feature in any game that isn't single-player only. Convincing my wife that we needed a 360 was hard enough, no way I can convince her we need two so we can play together...

Looking at YOU, Burnout Paradise!

# March 19, 2008 5:31 AM

LifeSong said:

I will agree with Twist.  Very few games seem to allow guests to play online (Guest being defined as someone who does not have an Xbox Live gamertag).  I have a lot of friends that may come to my house to play games with me, but they do not own a console and definitly don't own a gamertag.  We are usually limited to playing Halo 3 or GRAW2 which allow guests.  The other good games out there we can't play because they don't support it.

Personally I think this should be a required feature if the game supports split screen and online play.  Obviously in Ranked Play this may not be allowed (and probably why many don't support it) but at least allow it in a social area or in private matches.

# March 19, 2008 5:51 AM

Nuke said:

One thing that is severely lacking on the 360 are casual co-op games. I would love to be able to convert non-gamers to the 360 experience, and this is the best way to do it.

For example: The family is over for the holidays and I want to introduce my 55 year old uncle to how wonderful the 360 is. Sure, I can load up Mass Effect, PGR4, or HALO 3 and show him how nice things look when I play games, but I see very little in the way of simple multi-player games that are easy for anyone to pick up.

There's also the obvious advantage to be had by increasing the WAF (wife acceptance factor) of the 360.

In the PS2 days, it seemed like there were all kinds of good multi-player/co-op games where you could just slam 'em in and go.  No need to sign-up for a gamer tag, no needing to learn how to use 13 different buttons to have fun.

# March 19, 2008 7:26 AM

Keith said:

@Twist and Lifesong

Would this work? Create a new silver account on your box called "Twist'sGuest" [you get the idea] which can be used by your brother/whoever to play co-op.

# March 19, 2008 8:16 AM

CKazz said:

Agreed on all counts.

My wife and I had a blast with the last console wave - where are the Baldurs Gates, the Gladius, the Culdcept (ok I just got that ;) of old?

I can't play Crackdown with her?  Are you on crack?

XBLA DRM - come on, has anyone not had the rings of death now, she logs in her tag and sees Trial games?

And the card, board games omg, get over the 'you can see the cards, you could cheat blah blah' - the game doesn't get bought and/or played when only 1 online.

Even Culdcept Saga - good move on one hand, but what, we both can't go on Live??  If it's a ranked thing developers need to provide unranked and realize

* Some people just play games for fun! *

My sister and her husband have the xbox360 (and the other two consoles) and we're *still* waiting for games to really do it right with quality 2v2 play.

There are exceptions - but that's the problem.

They're exceptions.

Excellent thread, and needed to be said.  Honestly this next generation in a lot of ways has been more limiting than ever, disregarding, if not dissing, the local multiplayer experience.  Last time I checked friends and family make it that much more fun.  Why create an online pipeline and IGNORE what's there?

Hearing what Fable 2 is doing is a great example of where games need to go - hopefully it reaches expectations.  Fable was one of the few games my wife finished and I didn't!  And we always lamented we both couldn't play.  And it's a shame we haven't had many games in the Baldur Gate model and any in Gladius, they were tremendous casual gaming fun, while being a heck of a lot of game, to boot.

# March 19, 2008 8:41 AM

Barb130 said:

My coment is not just limited to coop but to multiplayer in general.

The comment about being able to invite friends in.  I think the host should be able to decide public or any one of 4 private options:

The most open of these private options is that a game can be joined by anyone who is a friend of anyone in the game (star wars battlefront 2 did it this way).

Only friends of the host can join.

The next would be invite only, anyone in the game can invite others (Rainbow 6 Vegas does it this way)

The most restrictive would be if only the host could invite.  I don't know of any game that implements this but I could see this as an option.

I would like to see all 4 levels of private implemented in games.  I guess you could mix these up a little.. say Only friends of the host can join but anyone in the game can send an invite.

# March 20, 2008 1:17 PM

NutiketGOTC said:

Co-op gaming is very important to me. I have a friend who does not own any game systems. Not that he dosent want them or have the money, he just figures that since I have a bunch of games and he can come over any time he wants to that he does not have to buy any games. We love to play co-op. If a game dosent have co0op he wont be playing it very much. Realisticly we played a little bit of COD4 switching off controllers and he was impressed enough by Mass effect that he played it a bit on his own but other than that we play Rainbow Six and Halo constantly and always in splitscreen mode. We have been doing this since Goldeneye on my N64.

We need splitscreen and having splitscreen online like Halo 3 is awesome.

# March 22, 2008 1:37 AM

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# April 10, 2008 6:06 AM