Maklershed
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Saw this on Ozymandias and thought I'd post this. Co-op gaming is very important to me and I agree whole heartedly with all the points brought up ...
Link to article:
http://ozymandias.com/archive/2008/03/13/the-co-op-gaming-bill-of-rights.aspx
From article:
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.
Players can join a co-op game in progress at any point within the game's story, regardless of their own, personal progress through the game.
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 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. 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), helping traverse terrain (boost up/rappelling), and combat coordination (dual-sniping, distract guard while companion attacks from behind).
Story and cinematics change to acknowledge additional co-operative players playing through rich, scripted "single player" campaign. Examples include Resistance, Halo 3, etc.
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.
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.)
Link to article:
http://ozymandias.com/archive/2008/03/13/the-co-op-gaming-bill-of-rights.aspx
From article:
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.
Players can join a co-op game in progress at any point within the game's story, regardless of their own, personal progress through the game.
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 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. 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), helping traverse terrain (boost up/rappelling), and combat coordination (dual-sniping, distract guard while companion attacks from behind).
Story and cinematics change to acknowledge additional co-operative players playing through rich, scripted "single player" campaign. Examples include Resistance, Halo 3, etc.
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.
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.)