The Challenges of Cooperative Game Design
"Cooperative games live or die based on their community and the more cooperative features you have in a game, the more vital the community is. "
This week on the cast, I spoke with Travis Baldree and Erich Schaefer from Double Damage Games to talk about Rebel Galaxy and their experience and lessons learned from the ARPG genre.
I got another new Patreon supporter over the night which is great, but we’re not close to hitting that first goal. If I can’t hit at least the first goal by the end of the month, I may have to take a temporary job that’s going to slow down new content on the site.
A popular topic that I like to talk about is the standardization of game design; where developers standardized control methods and mechanics to make it easier to learn games. Instead of having control actions in the double digits, you could do the same with a condensed set of buttons; this also led to PC games being easier to port and play on the consoles.
For today’s post, I want to focus on a shortcut game designers use to get a lot of actions into a game without having to extend the control scheme out, and that is by using modifier actions.
Killing Floor 2 is the sequel to the incredibly popular horde-based shooter from Tripwire Interactive. The developers are going for the bigger is better approach; featuring a new graphics engine and updating the gameplay. The developers have gone to early access this time (which you can read more about in my interview,) and while it’s not done yet, there is plenty of blood and gore to go around.