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	<title>Comments on: partnerships</title>
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	<link>http://gamethought.funkcracker.com/2009/11/25/partnerships/</link>
	<description>a record of thoughts on games and game design</description>
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		<title>By: funkcracker</title>
		<link>http://gamethought.funkcracker.com/2009/11/25/partnerships/comment-page-1/#comment-111</link>
		<dc:creator>funkcracker</dc:creator>
		<pubDate>Wed, 25 Aug 2010 18:04:24 +0000</pubDate>
		<guid isPermaLink="false">http://gamethought.funkcracker.com/?p=121#comment-111</guid>
		<description>As you state, 100% cooperative games are difficult to design so that it isn&#039;t solitaire with spectators. One of your commenters mentioned a time-pressure element could mitigate that problem by forcing players to focus on their own decisions and not everyone else&#039;s. I haven&#039;t played Space Alert, but from the description it sounds like Chvatil thought that was a good plan.

Board games require a certain amount of social understanding between the players. Rules define a lot of these, but there&#039;s a lot of &quot;rules&quot; that are understood (e.g., you can&#039;t take the board and tip it over). Computer games (mentioned as a good model for coop games) have the advantage of 1) requiring real-time decisions, and 2) restricting players in many more ways than is feasible to mention in a board game rulebook.

The trick for coop board games is designing enough constraint to prevent one player from running the game, but still allow players to coordinate strategies.</description>
		<content:encoded><![CDATA[<p>As you state, 100% cooperative games are difficult to design so that it isn&#8217;t solitaire with spectators. One of your commenters mentioned a time-pressure element could mitigate that problem by forcing players to focus on their own decisions and not everyone else&#8217;s. I haven&#8217;t played Space Alert, but from the description it sounds like Chvatil thought that was a good plan.</p>
<p>Board games require a certain amount of social understanding between the players. Rules define a lot of these, but there&#8217;s a lot of &#8220;rules&#8221; that are understood (e.g., you can&#8217;t take the board and tip it over). Computer games (mentioned as a good model for coop games) have the advantage of 1) requiring real-time decisions, and 2) restricting players in many more ways than is feasible to mention in a board game rulebook.</p>
<p>The trick for coop board games is designing enough constraint to prevent one player from running the game, but still allow players to coordinate strategies.</p>
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		<title>By: Seth Jaffee</title>
		<link>http://gamethought.funkcracker.com/2009/11/25/partnerships/comment-page-1/#comment-109</link>
		<dc:creator>Seth Jaffee</dc:creator>
		<pubDate>Tue, 24 Aug 2010 22:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://gamethought.funkcracker.com/?p=121#comment-109</guid>
		<description>I have put some thought into this topic as well - in my posts I discussed it as looking for a way to do a truly &lt;i&gt;cooperative&lt;/i&gt; game, rather than a collaborative one - what I refer to as &quot;Solitaire by Committee.&quot;

You&#039;re welcome to &lt;a href=&quot;http://sedjtroll.blogspot.com/2008/01/cooperative-games-very-definition-of.html&quot; rel=&quot;nofollow&quot;&gt;check out my posts on the subject&lt;/a&gt; - I have not taken the time to figure out how exactly to get these ideas into a game yet. Well, that&#039;s &lt;a href=&quot;http://sedjtroll.blogspot.com/2009/07/time-travel-and-board-games.html&quot; rel=&quot;nofollow&quot;&gt;not entirely true&lt;/a&gt;, but I have yet to get anywhere I like with it.</description>
		<content:encoded><![CDATA[<p>I have put some thought into this topic as well &#8211; in my posts I discussed it as looking for a way to do a truly <i>cooperative</i> game, rather than a collaborative one &#8211; what I refer to as &#8220;Solitaire by Committee.&#8221;</p>
<p>You&#8217;re welcome to <a href="http://sedjtroll.blogspot.com/2008/01/cooperative-games-very-definition-of.html" rel="nofollow">check out my posts on the subject</a> &#8211; I have not taken the time to figure out how exactly to get these ideas into a game yet. Well, that&#8217;s <a href="http://sedjtroll.blogspot.com/2009/07/time-travel-and-board-games.html" rel="nofollow">not entirely true</a>, but I have yet to get anywhere I like with it.</p>
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