tag:blogger.com,1999:blog-7784029367653740524.post7039149204264122487..comments2024-03-10T04:18:38.314-04:00Comments on game thought: partnershipsNolanhttp://www.blogger.com/profile/14974573758954633074noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7784029367653740524.post-90248981739246582562010-08-24T13:34:43.000-04:002010-08-24T13:34:43.000-04:00I have put some thought into this topic as well - ...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 <i>cooperative</i> game, rather than a collaborative one - what I refer to as "Solitaire by Committee."<br><br>You'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> - I have not taken the time to figure out how exactly to get these ideas into a game yet. Well, that'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.Seth Jaffeenoreply@blogger.comtag:blogger.com,1999:blog-7784029367653740524.post-54802059216590637832010-08-25T09:04:24.000-04:002010-08-25T09:04:24.000-04:00As you state, 100% cooperative games are difficult...As you state, 100% cooperative games are difficult to design so that it isn'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's. I haven't played Space Alert, but from the description it sounds like Chvatil thought that was a good plan.<br><br>Board games require a certain amount of social understanding between the players. Rules define a lot of these, but there's a lot of "rules" that are understood (e.g., you can'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.<br><br>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.funkcrackernoreply@blogger.com