Alright Stop, Cooperate and Listen

I’m grateful for the cooperative modes featured in current-gen games like Gears of War, Halo 3 and Rainbow Six Vegas. The option to play through the game with friends adds to the lifespan and can be a great deal of fun, even if you’ve already beaten the campaign on your own. However, once you’ve dispensed with the campaign cooperatively, the appeal often isn’t there for you and your friends to return and play through it together again. You know what’s coming around each corner, you know which weapons and options to use and when to use them, and you’ve already demonstrated that you can best the game together.

Yet, more open-ended alternatives are available within those series. Gears of War 2 has its “Horde” mode, Halo 3 ODST has “Firefight” and the Rainbow Six Vegas titles have “Terrorist Hunt”. In all of them the objective is for a cooperative team to work together to eliminate all enemies. With several maps to serve as stages for the unholy culling available, there’s a decent lifespan to them all. Encounters are broadly the same each time, but there is some variation, and your team is certainly called upon to work together and make tactical decisions in some capacity on the harder difficulty settings. The examples I’ve mentioned are all good ideas that are well executed and add great value to their packages, especially bearing in mind that they are additions to games that already offer full campaigns and competitive multiplayer.

Those chaps might look like they're asking for directions, but they're not. They're going to kill that poor man, and possibly eat parts of his spine, and his team are nowhere to be seen.
Those chaps might look like they're asking for directions, but they're not. They're going to kill that poor man, and possibly eat parts of his spine, and his team are nowhere to be seen.

It can get boring for some though. We get used to the maps and the enemy spawning patterns, and the little quirks and exploits. As soon as a team masters a level, the challenge usually evaporates, and so the compulsion to play begins to fade. Beyond that, for the most part teams can be dragged kicking and screaming through those modes by one particularly skilled individual, with only a little bit of true cooperation being essential at certain times.

I think that, for me and many others, the ideal co-op experience is one where your team has to explore, adapt and fight together in an unpredictable world. One where the only way to succeed is as a unit, because the only thing you know about what’s around the next corner is that it’ll finish you off quickly if you fight it on your own. Left 4 Dead and its sequel get very close to that ideal.

Regular head counts are essential. This team has misplaced one Bill. They should be ashamed.
Regular head counts are essential. This team has misplaced one Bill. They should be ashamed.

Aside from certain sections during Left 4 Dead 2, the physical world you play in remains unchanged from session to session. It’s the enemies and the tools you’re given to fight those enemies that changes. For me, it’s enough to make a world of difference to the re-play value of these two games. Almost every area of every level of every campaign offers several tactical options in terms of layout and structure. Add to this the grotesque, and at times plump, cast of enemies. Then stir in the array of weapons and support items, which is greatly expanded in the sequel. What you end up with is a truly dynamic and hostile game world for a team to inhabit. One where even the most skilled and experienced players will find themselves thrown into a new situation they don’t have a plan for. Generally speaking, with these games Valve have created  a consistent and almost constant challenge for teams that doesn’t just rely on knowledge of maps, enemies and tactics. It also relies on a team’s ability to think quickly and instinctively as a unit.

I want more though. I want the maps and environments to be unfamiliar. Part of the enduring appeal of the early X-Com games was the randomly generated maps in which you would do battle. Though there was understandable repetition in the make-up and decoration of structures, even the player who’d been safely defending Earth from alien invasion for 200 hours would still need to devote tactical resources to scouting and exploring a new battleground properly to reduce their risk once the plasma started flying. Let alone being unaware of what lurks around the corner, often you wouldn’t know where the corner itself started. It’s an extra layer of challenge that keeps those games fresh even now for some players. It would do wonders for the lifespan of a cooperative game, as each individual may adjust to their surroundings in a different way each time they stagger blindly into a mission.

Sadly, I suspect the technical requirements of providing apparently unique environments in a cutting edge 3D title with all other elements on a par with Left 4 Dead would be insurmountable. Time spent on getting the balance right between unpredictability and stability alone would run a high opportunity cost against other areas of the game’s development. So I’ll be quiet and get back to shooting infected. Left 4 Dead is close enough.


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4 responses to “Alright Stop, Cooperate and Listen”

  1. Kat avatar
    Kat

    You want the bleedin’ moon on a stick ;P

    I completely get your point. L4D2 especially offers an air of unpredictability that is missing in most co-op and hopefully some future games will include that more. Helps keep things fresh.

  2. The Rook avatar
    The Rook

    The most recent game I have played in co-op mode was Borderlands. The game was beaten fully in single player first (as per Rook’s rule) and I have helped a few others with missions and items. The ability to co-op without having to sit beside someone and share a portion of the screen is great, and with 4 players assisting each other, doesn’t just make the game easier at times, but you can have a laugh too.

  3. Duncan avatar

    I do love me some 4 player co-op. 2 player is never quite the same [though still awesome].

    Don’t worry though, Cuddles. We’ll have L4D3 within a year! 😀

  4. Conners avatar
    Conners

    This new-fangled, co-operative approach play against game AI is certainly a good attempt to bring together the best of the single-player and multiplayer worlds. I can see it maturing into perhaps the standard method of gaming, e.g. Half-Life 3 where one player plays as Gordon Freeman and another as (say) Barney and you have periods of concurrent individual play and sections of co-operative. Some would argue that in this case you’re just slowly heading down a form of MMORPG route and will just end up with World of Warcraft but I disagree… there’s room for a genre with the plot-based narrative of a single-player title but allowing for multiple human roles, all playing at the same time.

    In the meantime, You can’t get any more unpredictable and hilarious than the Beach level playing 4-on-4 Wolfenstein. If you need anything, that’s where I’ll be.

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