Looking forward to co-op!
Now that co-op is on the agenda, and as someone who plays a lot of co-op games and bought nrftw seeing that it was marketed as co-op, I have an observation and some suggestions to go with it.
The first observation is that different people have different approaches to co-op - and sometimes that includes the same people at different times - that address the issue of how in-sync a group wants to stay.
The second observation is that this is primarily a social problem to be solved between players (i.e. u talk to your mates and figure out how you want to play together) rather than a technological problem to be solved by game systems.
That’s not to say the game can’t provide tools, but those tools should focus on assisting players to work out a solution that suits them, rather than trying to enforce a particular solution.
Some (off the top of my head, not necessarily comprehensive) examples of potential issues that may create tensions with each other:
- Players may (or may not) want to keep their level of power close to each other.
- Players may be ok with different ratios of solo to co-op activity.
- Players may identify parts of the game as critical to ensure they are played co-op.
- Players may have different amounts of free time to invest into the game.
- Players may feel that missing out on crucial elements leaves them confused.
- etc.
You can imagine, for example, that two people trying to co-op, one with a lot of time to play and the other with limited time to play, will have work out whether they only play when the other is around, or whether they need to catch each other up on events and new game mechanics introduced/discovered while soloing, or whatever.
Naturally, things like resources or gear drops may already flexibly lend themselves to players choosing whether or not to share them. Ideally this flexibility would extend to other things like xp, narrative moments, etc. Some examples (off the top of my head) of the kinds of tools that might assist players working out their own approach:
- Some kind of xp bank that a group can construct in town, allowing sharing earned xp to some extent. That way, a player with more time may go do side activities that earn xp (up to a point) without worrying that they will get too far ahead in power. Groups who don’t want this simply don’t construct the building.
- Puzzles with a co-op element for which you can craft a key to unlock solo. These would be placed primarily before critical narrative moment in the game. The presence of these elements serves as a natural warning to players that such a moment is approaching. Groups who are ok with members soloing those parts of the game can craft the key. Groups who want to avoid accidentally triggering a critical moment while solo wouldn’t craft/carry the key.
- A shared journal/log/history of everything that happens on the server. Probably would help if it’s fliterable, and contains hyperlinks to other information in some kind of compendium/codex (e.g. for game mechanics, lore, bestiary, etc).
- Some kind of simulation/time-travel room that can be constructed in town to revisit/replay crucial events.
- Some kind of character ability that lets you see “memories” of a location. So if another player did something in an area, I can activate this ability and see and follow an in-location replay/illusion of their character running around doing whatever they did.
Basically, anything that helps a group of players stay in sync as much or as little as they’d prefer. Ideally, such tools would also be adaptable in case a group’s situation changes (e.g. going from having lots of time to play together to not having much time to play together).