For this week we decided to split up and look into different types of context to create a prototype for. We were advised to look into contexts that are polarisingly different from one another, so we decided to split into the following ; competetive version, co-op version, and to explore an inbetween version.
I’m reasearch on co-op competetive games, and how their mechanics work and common themes that surround it.
- Alcatraz: the scapegoat: you cooperate to complete the escape plan before the guards catch you, but have to leave someone behind. It's still a coop game where the single team wins or loses, but each player must vie for a spot on the team.
- Archipelago: similar to Civilization. Explore territories, harvest resources, use those resources in markets both internal (for their use and that of the natives) and foreign (to sell it in Europe), build markets, harbors, cities and temples, and negotiate among themselves (and maybe betray each other) – all this to complete their secret objectives. They will also need to guess the secret objective of the other players to be able to benefit from them.
- Betrayal: where players are working together to explore the house even though one of them is (probably) going to betray the group.
- CO2: In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. The overall co-op goal is to make sure the world is safe, but each players individual goal is to have the best company.
- Cutthroat Caverns : played over 9 rounds, each with a random encounter. Essentially a game of 'kill stealing'. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game.A unique combination of cooperative game play and opportunistic backstabbing.
- Dead of Winter : Survive the apocalypse, but also complete your own secret objective. The whole team must win for you to win individually with your secret objective, unless you're a betrayer. There are many different objectives, and lots of twists and turns.
- Marvel Legendary: A deck builder that has players working together to take down the villain, but competing to get the most points by fighting lesser villains and henchmen. Starts off competetive, ususllay ends with players banding together to try not to lose.
-PostHuman: Players must cooperate to trade and boost each other's morale points and have enough food to make sure they can make it there without dying, yet people are generally trading in their own self-interest and hoping they don't give someone too much of a leg up in the race. But also not letting someone lose so bad that they decide to become a mutant and start attacking all the human players.
- Train Heist : cooperative game with a versus mode option that still requires players work together somewhat, though the winning player might try to sabotage that to end the game early.
In most of these cases , it seems that there is a main overall goal for all players to meet (which requires them to co operate with each other) while having individual goals for the player to win. This is probably something I should keep in mind when creating the game and rules.
ESCAPE GAME VERSION 1: RULES!! CLICK HERE!!!
ALIEN GAME CONCEPT!! CLICK HERE!!!