Login to access exclusive gaming content, win competition prizes
and post on our forums. Don't have an account? Create one now!
Why should you join?
Click here for full benefits!
Follow our Twitter feedHeavy Rain preview is in the house(!)
SIGN IN/JOIN UP
GamesForumsCheatsVideo
3D laptops shown by Nvidia | MW2 smashes Call of Duty 4 | Steam dominates 70% of PC download market | Modern Warfare 2 video shows new gameplay modes? | New Halo, Shadow Complex and Gears... on cards | Dark Elves enter the Blood Bowl arena | Dragon Age: Origins DLC revealed | StarCraft 2 gameplay screenshots | Aliens vs. Predator WILL support dedicated servers | Modern Warfare 2 zombies could've happened | Kane & Lynch 2 gameplay info is in | BioShock 2 special edition detailed | Star Trek Online beta details | Modern Warfare 2 gameplay modes uncovered | LOTRO: Siege of Mirkwood: epic story screens | "Huge" Epic Games announcement teased | MW2: a record number of records? | Dragon Age: Origins new secret revealed? | Monkey Island: Threepwood rises! | Left 4 Dead 2 DLC teased? | EA made "right decision" closing Pandemic, says ex-employee | Epic Supreme Commander 2 video | AvP pre-order gifts detailed | Third Call of Duty team formed? | Modern Warfare 2 breaks more records
All|PC|PlayStation|Xbox|Nintendo|Download PC Games
Search CVG
Computer And Video Games - The latest gaming news, reviews, previews & movies
CVG Home » PC » Features
Previous2007: The Year in Headlines Back to the Feature  Next

The Joy of Co-Op

A game shared is pleasure doubled - so why don't we get more co-op?
Co-op: our favourite abbreviation. We're not simply talking about your basic multiplayer here, and nor are we singing odes to teamplay in Counter-Strike or World of Warcraft. We're talking co-operation. Two gamers versus a game. That is where the very best gaming moments lie.

But why, given the unusual pleasures of co-op, and its recent surge in popularity, have developers only recently faced up to developing for two players rather than one? Could it be - whisper it - that's it's just too damn difficult?

The Challenge
The joy of co-op is like the joy of conversation. You're not competing - you're working on problems together. Also like conversation, a good co-op session spontaneously generates ideas that you wouldn't have had on your own.

In playing against the computer with a friend, you come up with different and often wholly more entertaining solutions to the problems that games present you with. Whether it's fighting Nazis in Brothers in Arms, or purging a nightmarish hive in Alien Swarm, there's simply nothing better than coming up with a plan, and then saving your best mate when it all goes horribly wrong.

Despite our love for it, co-op has had a patchy history, and there's a crucial reason for this: it's really hard for developers to pull off successfully. The problems for the people making these games have only become worse over the last decade. The issue is one of complexity.

The simpler games, such as Quake or Doom, didn't really create many problems for designers in terms of implementing co-op. They were essentially just rooms with monsters and traps, so all they had to do was drop in a second player model and Bob's your uncle sitting next to you with his PC linked up to yours.

But as games began to learn the lessons of Half-Life and Tomb Raider, such simple solutions became impossible. When an experience was ever-so-carefully scripted for the enjoyment of a single player, dropping in co-op - and a second player - became a task too far. Games broke down, enjoyment faltered, and the whole exercise became too much effort to bother with.

Today, it seems that developers are beginning to crack the problem. Not only that, but their ambitions are bolder and their intention to provide co-op far clearer. Where games have long bolted co-op on as an afterthought or a neat alternative multiplayer option, new games such as Kane & Lynch, Left 4 Dead and Gears of War have taken co-op as their central motif.

With a second character on hand, often controlled by smart AI during a singleplayer session, there's an option for player two to drop in and play through a level with their chum. It's not just a case of adding a model for player two, it's a matter of making the second character absolutely integral to how the game works. How long, we wonder, before the big shots like Half-Life 2 have a second playable protagonist?

Developers, many of whom used to shudder when we asked them about co-op, are now warming to the idea. Harvey 'Deus Ex' Smith became rather animated when talking about BlackSite's proposed drop-in/drop-out co-op mode, although he was happy to admit that it was a genuinely tough problem: "We started off being so arrogant that we said "oh, co-op will be easy" but then at every turn it has fucked us.

"It's amazing how you can be in a room full of MIT grads, and people who have been working on games for ten years and play all the games, and look at the helicopter with one turret on it and then someone finally says 'What about player two?'"

About Player Two
The lesson for Smith's Midway team was that two heads aren't necessarily better than one when you're trying to balance a complex action game for play. "It's about tuning," says Harvey. "It affects everything from how hard it is to play, to how many enemies you can get on screen. It even affects the fiction. It's a fun part of the game though, so I hope it works in the right way."

Alas, as it turned out, it was too tricky for even Mr Smith. Co-operative play was dropped from BlackSite just weeks before our review.

One group of developers who have consistently made it work the right way are the modders-turned-pros Black Cat, who made Thievery and Alien Swarm, and who are now working on Infested, a commercial version of Alien Swarm for the Source engine.

Black Cat's Jonathan Sutton told us a little of what a co-op focus meant for their game design: "At the basic level, we provide tons of information about what the other players are doing. The overhead view helps with this, as you can easily see where your squadmates are positioned and what they're doing. Then we have all sorts of detail on the HUD, showing you various stats about the other marines, such as their ammo, if they're reloading, getting hurt, and so on. We also have about 100 speech cues that fire off automatically in response to game events."

It's this kind of scaffolding to a player's perception that the developers of co-op are having to come up with, in order to make the experience one in which the players complement each other, rather than simply being bodies in the same shooting gallery. Having one player able to pull the other to his feet while under fire in Gears of War is only possible because the upright player can see his mate's location on the overview, for example.

The other way to make co-op compelling is to make the players interact with the game through their own skill sets - as we've long seen in RPGs. "We make sure the various equipment and skills in the game all have their own special role," says Sutton. "In this way, you come to rely on the other players throughout the game, as their skill and equipment selection will be better suited to certain problems.

"We also have direct dependencies, like relying on the medic for healing, or the guy carrying the ammo bag throwing you a spare clip when you're running low."

We'll have to wait until Infested turns up to see whether Black Cat actually know what they're talking about, but their previous work hasn't shamed them so far. An even safer bet is Cliff Bleszinski and his co-op shooter, Gears of War, which has already been a blockbusting beast of a game on the Xbox 360, and is now enjoying a PC release.

Bleszinski talks of how tricky the co-op solution has been for modern developers, but he no longer believes that it's a hurdle developers should choose to avoid. "It is difficult," he admits, "but if you want to have a multi-million selling shooter you have to have a great singleplayer and a solid co-op mode. I think there's a huge gulf between casual and hardcore players, and co-op is a way to bridge that.

"You can have a husband and wife, with one player leading another through the game. She might feel less intimidated with her husband's help. It's this kind of stuff that will bridge that gap."

The most successful British game of the last couple of years was all about bridging that gap. It was Lego Star Wars, which features co-op play throughout. The Lego team's executive producer, ex-PC Gamer Deputy Editor Jon Smith, says "Our primary goal was to create a game which kids could play, but which parents would be able to help out with directly - by picking up a gamepad and jumping into the game itself, rather than having to shout advice from the sidelines."

This is one of the most immediate and direct co-op experiences gaming has to offer - and it's as much about solving puzzles as it is performing action-oriented death. Incredibly, Jon points out, this was one aspect of the game that the press uniformly ignored. Why? Because the reviewers played the game on their own. Perhaps if they'd made an effort to get their mum to play with them review scores would have been higher still.

Hands Across The World
Challenges for co-op remain. As more players are catered for in a game, so the number of things a developer has to think about escalates. Even cutscenes become more complicated, as Cliff Bleszinski explains: "As developers, we have to craft the cinematic experience with co-op in mind.

"There's always the other character. What is Dom (the secondary Gears of War character) doing? What is he doing if he's played by AI, and what is he doing if he's controlled by another player? The more characters you have, the more you have to figure out how you integrate them into the game."

The interest co-operative play has generated in huge development houses such as Epic mean that there's another, even bigger ramification for PC gamers: co-op modding tools. Gears of War has arrived on PC bundled with a complete level editor: all the tools required to make co-op work in a mod.

Transforming singleplayer mods into co-op mods will become a hell of a lot easier with this new toolset - the one that Epic themselves used to put their game together.

"I'd love to see more co-op mods," says Bleszinski. "Modders often take the regular co-op mode and say 'OK, we're going to do this game, but in World War II', but maybe they should take the co-op mode and say 'OK, now we can make this puzzle-oriented'. There are so many more cool ways to interact with each other."

In time both developers and modders will be able to come up with cool ways to create variants for new game concepts such as Left 4 Dead, which brings a hybrid of co-operative zombie-bashing and traditional multiplayer to the PC.

Left 4 Dead suggests ways in which gamers could create incredible co-op mods: an Evil Dead mod with two players trapped in the demonic cabin in the woods, an Aliens mod with Left 4 Dead's zombies turned all H R Giger, a riot game with shopkeepers defending a store from looters...

Turn your co-op imagination to other games, such as the new Lego Batman and Indiana Jones titles, and you start to see that the possibilities are endless.

In fact, once they have the Gears of War and Left 4 Dead toolsets under their belts, there's every possibility that modders, rather than developers, could be the ones who end up breeding the next generation of co-op game. Their enthusiasm can only make things more varied and more interesting for us. The future of co-op is bright, and it's only just begun.

PC Gamer Magazine
// Interactive
Share this article:  
Digg.comFacebookGoogle BookmarksN4GGamerblips
del.icio.usRedditSlashdot.orgStumbleUpon
 
Read all 17 commentsPost a Comment
This message is not being displayed because the poster is banned.
Vegito70 on 29 Dec '07
Indeed co-op is the most fun you can ever have in a game! I dont understand why more devolopers dont spend some extra time implementing it into their games...
lyrael on 29 Dec '07
What a fascinating and well written article.

I'm still addicted to the MonsterHunt mod for UT (see my sig) which is basically a co-op concept. And yes, the joy of helping out a team-mate is so much better than running round like an ego in DM screaming "I pwns joo !1!1!".

I'm thinking that co-op games may need to be made SPECIFICALLY with co-op play in mind rather than trying to make single players game work in the co-op way. A more open game world would be a good solution imo and yes, I AM thinking of Borderlands.
Capt_Frantic on 29 Dec '07
serious sam (fe and se) are still the best online co op games i have ever played, with gears of war following closely behind
sakaspuds on 29 Dec '07
It had no online co-op. I do like to play the Halo series online but it's so much better now that you can play cooperatively.

I will only partially agree with the notion that it's because the games are too hard. After beating the game, assuming that I enjoyed it, I like giving it a go with someone else. It's a completely different experience with you are not alone.

Where I agree is when I found myself helping a friend online beat Gears of War. He wanted to see the ending but couldn't beat the game. I gave him a hand with that and could not have done otherwise if the game didn't have an option for online co-op.
DZimpact on 29 Dec '07
This message is not being displayed because the poster is banned.
scipio_CA on 29 Dec '07
I think co-op is especially important with consoles. Not only because a console is more social, with t being in the front room with a leather sofa and multiple controllers, but also because a lot of console games are leaving out bots for multiplayer, forcing you to go online. Co-op means you can have a mate round and still enjoy the game together without having to go online. I've had many a happy run through of Halo on co-op, brilliant.
CrispyLog on 30 Dec '07
In my opinion the best single/co-op games have been those that allowed for a main character and henchmen/wingmen of some description - the likes of Starlancer (space sim) and NWN. I found both to be involving single player games but the co-op option elevated the whole experience.

For example, the space (literally) in Starlancer allowed players to simultaneously take on different objectives, propelling the storyline, with each player having a different experience of each mission.
Games like this do need to be specifically designed with co-op in mind but i don't think it necessarily means a single player option needs to be neglected. It also makes more commercial sense for a developer as audiences aren't alienated by a co-op only option.

I do agree that consoles have the advantage because of the face-to-face nature of the sitting room arena, but good gaming cafes (if you're lucky enough, as i am, to be close to one) or an old fashioned LAN, means that the PC crossovers shouldn't be ruled out (and everyone gets a screen!! Very Happy )
goatboy9 on 30 Dec '07
Indeed co-op is the most fun you can ever have in a game! I dont understand why more devolopers dont spend some extra time implementing it into their games...
Time = money and in game development that's LOTS of it.
Mrkat on 30 Dec '07
Co-op is awesome. Do it more & do it better. Nuff said.
Mogs on 30 Dec '07
4 player Halo Co-Op. . . Nuff said! =D
RobW on 31 Dec '07
I'm a bit surprised that they didn't mention my fave co-op game from last year, Crackdown. Playing alternate 'Keepy Uppy' with gang members and rocket launchers was great fun.

I don't think that game developers should try and apply it without restraint though. Bioshock would not be a better game if it included co-op or Deathmatch for that matter. Also, I don't think that Half Life 2 would've been a better game with one of my freinds playing Alyx and teabagging my lifeless corpse every time I get t**tted. Erm, well you know what I mean. Confused
designergenes on 31 Dec '07
"......but then it f**ked us"

dammit, why is it your alowed to swear, and were not, IM TELLING MUM!! (runs of crying)
madrandall on 1 Jan '08
your completly right. more co-op. i think the simpsons game is pretty good once you get passed the camera
fienno 123 on 1 Jan '08
"You can have a husband and wife, with one player leading another through the game. She might feel less intimidated with her husband's help. It's this kind of stuff that will bridge that gap."

Agreed.
Jonathan Ross on 2 Jan '08
Easily one of the best was the co-op mod for System Shock 2 ........... fantastic!
richm74 on 2 Jan '08
I never knew Lego Star Wars (2005) featured co-operative mode.
gamesplayer on 4 Jan '08
Read all 17 commentsPost a Comment
// Screenshots
PreviousNext4 / 4 Screenshots
// The Best ofCVG
Get FREE games at FileRadar.
News | Reviews | Previews | Features | Interviews | Cheats | Hardware | Forums | Competitions | Blogs
Top Games: Unreal Tournament III | Football Manager 2007 | Medieval 2: Total War | The Witcher 2: Assassins of Kings | World of Warcraft: Cataclysm | Tiger Woods PGA Tour Online
Left 4 Dead 2 | Call of Duty: Modern Warfare 2 | Guitar Hero 5 | BioShock 2 | Fallout: New Vegas
Top Reviews: Left 4 Dead 2 | Tropico 3 | Call of Duty: Modern Warfare 2 | Dragon Age: Origins | Football Manager 2010 | Championship Manager 2010
Borderlands | Risen | Operation Flashpoint: Dragon Rising | Champions Online | Need for Speed: Shift
Copyright 2006 - 2009 Future Publishing Limited,
Beauford Court, 30 Monmouth Street, Bath, UK BA1 2BW
England and Wales company registration number 2008885