Since the days of coin-munching arcade classics
like River City Ransom, cooperative
(co-op) gameplay has evolved alongside the industry and expanded to new genres,
challenging players to reach new goals while working together. Co-op gaming has become a sub-genre all of
its own in recent years, including campaigns strongly recommended for two or
more players. Co-op titles include Army of Two, Resident Evil 5 and 6 and Left 4 Dead. Portal 2 even has a single-player
campaign and a co-op campaign, the latter actually requiring two players,
although the others previously mentioned provide solo players with
computer-controlled partners. Even more
recently, the rise in solo game campaigns that require players to take control
of more than one character, even simultaneously, has led to the emergence of a
new sub-genre of gaming: single-player co-op.
In the past, co-op gaming was loosely understood
to involve two or more players taking control of characters who work together to
achieve a goal they can’t on their own.
There are parameters that separate it from other genres, though. For example, party systems in role-playing
games involve multiple characters, but since one player controls all the
characters alternately as one force and RPG’s are so clearly defined by their
other characteristics – of gaining experience points, leveling up, training
characters to complement one another as one cohesive unit, etc. – RPG’s can
hardly be called cooperative. The same
goes for many online shooters like Call
of Duty or Battlefield, in that
even though many players can play together in a game mode to get the most kills
on a common enemy – the other team – those titles are played online against
other humans. It’s more of a warzone
than a cooperative goal-based story.
If we introduce the caveat that co-op frequently
involves the cooperation of two or more characters working towards a common non-violent goal, the genre lines become
much clearer. Co-op often sees puzzles
where one character needs to press a button or hold a door open for another,
who can then proceed and let the first character through; or a particularly
large or heavy lever that must be pulled by both characters. Often times in the last 10 years, this
two-character progression was delivered via artificial intelligence (AI)
partners.
AI partners are designed to take the reins for a
character that could – or should – be controlled by a second human. In the PlayStation 2 classic Ico, players control a young boy helping
a princess, Yorda, escape from a large castle.
Yorda never ventures far from the boy, who players control, and he can
call to her to come to him, hold his hand or make one character help the other
up a high ledge. Yorda is controlled by
the game; her actions are never intended to be fully guided by human
hands. Although players influence her
actions with their controller input, she has some independence and can follow,
wait or assist on her own. On the other
hand, the past two main entries into the Resident
Evil franchise – numbered 5 and 6 – were both designed for two live
players to progress through their campaigns, sharing resources and conquering
monsters and puzzles together. If a
gamer plays alone, the game provides an AI partner with whom to play. This partner automatically targets and shoots
enemies, finds resources for themselves and the player and performs its
required actions during two-player puzzles.
However, both Resident Evil titles
– 5 especially – have come under fire
for the AI partners’ problems, including standing in front of the player while
the player fires at enemies, using resources too greedily, doing too little
damage or firing too seldom. Resident Evil 6 alleviated this
situation somewhat by giving players the option to control how aggressively the
AI partners attacked enemies with firepower.
The next step towards single-player co-op came in
2013 with the releases of Bioshock
Infinite and The Last of Us. Bioshock
Infinite, a first-person shooter/action-RPG hybrid, put players in the
shoes of Booker DeWitt, a detective who must escort a young woman, Elizabeth,
through a flying city and back down to New York. Elizabeth serves as an AI partner, though her
part in the game was cleverly designed by Irrational Games. Elizabeth doesn’t fight in combat, but
players also don’t have to protect her.
She takes cover automatically in a firefight and players are only responsible
for Booker. Elizabeth also randomly
finds resources like in-game money and ammo for the player that wouldn’t appear
in the world otherwise. After years of
problems across the industry, Irrational gave players an AI partner who was
more help than hurt. The Last of Us followed suit with Ellie,
an AI partner for the player character Joel.
The Last of Us is largely a
stealth game, and AI partners in gaming have a tendency to unintelligently hide
in the open and blow players’ covers, compromising both the scenario and the
fun. Developer Naughty Dog solved this
problem so simply it’s hard to believe it took so long: When Joel is unseen, Ellie is invisible to
enemies no matter what. This
occasionally led to the shattering of the player’s suspension of disbelief,
with Ellie sneaking from cover to cover directly in front of enemies who still
fail to see her. Even still, it was a
relief to many gamers that Ellie’s occasional stealth mistake wouldn’t
necessitate an unwanted firefight between Joel and the villains.
Two recently-released titles helped bridge the gap
between AI partners and single-player co-op.
Grand Theft Auto V was released
in September of 2013 and allowed for on-the-fly switching between up to three
player characters during its missions.
Players are encouraged – though rarely required – to change between
controlling three criminals to plan heists, rob banks and more. Also, the Lego video games that take on
popular film franchises (Lego Star Wars,
Lego Indiana Jones, etc) offer players AI partners who can hold their own
until a puzzle or locked door necessitates player interface, at which point
players must switch characters and control their partner while their former
character becomes the AI. Players can
switch back and forth at any time, and even must do so at times. Both Grand
Theft Auto V and the Lego series are even used as cases of single-player
co-op by Scott Clarke in an article for IGN.
Clarke cites the necessity in the Lego titles of one player controlling
two characters alternately. For Grand Theft Auto V, Clarke discusses
overlapping narratives with its three protagonists. While his logic and points are sound and far
from incorrect, there is one problem with each title that makes them slightly
imperfect examples of single-player co-op.
With respect to Scott Clarke, in the Lego games – most recently Lego Marvel Super Heroes – the
non-player character of the moment is still controlled adequately by AI. S/He moves, jumps, attacks and climbs with no
assistance from the player. This leads
to the suggestion that the player can stick to one character except when
necessary to switch, which makes the second character more of a tool for one
player’s progression than his or her own independent person. Likewise, in Grand Theft Auto V, its open-world setup and extended independent
character campaigns mean that the player can stick to one of its three
protagonists for potentially dozens of hours, provided the player isn’t
involved in a mission that requires two or all three of the playable
characters. Much like the Lego titles,
gamers can spend a protracted amount of time playing with one character while
the other are AI-controlled, only switching when is necessary or when they feel
like it. It’s worth noting that the
title of Clarke’s article is “The Evolution of Single-Player Co-Op,” so he
isn’t arguing that either Grand Theft
Auto V or the Lego titles are necessarily perfect examples of the
sub-genre.
By first defining what single-player co-op isn’t,
we can approach a definition of what it is.
The final hurdle to jump is that some would argue that the “cooperation”
in co-op games must be between two human players. However, since the player characters
represent the gamer as an avatar in the game, is it any less cooperative if one
player could control both characters on-screen at the same time? Is it not still two characters, controlled ultimately
by human hands, acting together in real-time (or near real-time) towards one
common non-violent goal? This is the essence
of single-player co-op: understanding cooperative gameplay as the symbiosis not
between two players, but between two playable characters – even if those
characters are controlled by one player.
When two or more characters are controlled in real-time by one player, not
by option but by necessity, the ludology of that game exudes single-player
co-op. This sub-genre loses the second
player and drops the AI partner – even one who must occasionally be
player-controlled – in favor of a much more even-handed experience controlling
multiple characters equally. There are
more examples of this in the industry than one would expect.
Escape Plan,
a launch title for the PS Vita, tells the puzzle-adventure tale of Lil and
Laarg. Lil is a thin humanoid character;
Laarg is a large and overweight humanoid.
They must work together to escape imprisonment by a short villain who
wishes to experiment on and ultimately kill them both. Lil can take sips of coffee from coffee
machines found throughout the game to give him a temporary speed boost. He can also suck steam from cracked steam
pipes and blow up like a balloon, allowing him to float through portions of
levels. Laarg, on the other hand, can
use his girth to break through wooden walls and floors or press heavier
switches so the two can journey through hazardous areas. Early areas pit players in control of one
character or another, but by and large they find themselves working together to
traverse the perils of their world.
Players control both characters, swapping between them in-the-moment by
tapping their respective icons in the top corners of the screen. Players are also responsible for their every
action: if the player starts Lil or Laarg walking, the player needs to stop
them. Besides this, there is no
protagonist AI in the game, and unlike the Lego titles or Grand Theft Auto V, character switching is a constant necessity for
a large portion of the game. Lil and
Laarg not only have different skills to aid their escape, but both must be
walked safely through every level together by the player to continue. Escape
Plan launched alongside the Vita in February 2012 and was ported to the
PlayStation 4 in October of 2013.
Thomas Was
Alone was released as a Flash-based browser game in 2010, ported to PC and
Mac in 2012, then to PlayStation 3 and PS Vita in 2013. Putting players in charge of a series of
rectangles traveling through rooms, Thomas
Was Alone requires the thinking and platforming skills of most
puzzle-adventure titles. Since, like Escape Plan, its characters have
different skills and abilities of which to make use, Thomas Was Alone also asks players to switch between characters
constantly throughout the game. Thomas
is the first character, though players will be alone with him for as little as
the first 10 to 15 minutes of the title.
After that, real-time character switching becomes the norm as Thomas and
over a half-dozen other characters offer their services of jumping, bouncing
and double-jumping through the game. The
PS Vita port even allows players to switch characters by tapping them
on-screen. Again, no AI will help the
player and the game is single-player only.
Their cooperation is very similar to Escape
Plan.
Quantic Dream exhibits a fine line in the
single-player co-op discussion. In
Quantic Dream’s previous release, Heavy
Rain, players controlled four protagonists over the course of the
title. The game was divided up into
approximately 50 scenes, much like a movie, and introduced the four characters
systematically. No character had his or
her own separate campaign, but rather the game played out chronologically,
bouncing between characters as necessary.
The ultimate goal was to discover the identity of a serial killer and
stop him before he claimed his next victim.
However, the amount of time spent with each character per scene helps
separate Heavy Rain from
single-player co-op, not to mention that the characters rarely interacted, and
when they did, players controlled one character while the other acted
automatically according to a script and motion capture done in-studio. Switching between characters was done at each
scene break, by the game. Then, Quantic
Dream’s 2013 release Beyond: Two Souls
introduced a second-screen app for a second player to take control of Aiden, a
ghost companion to the main character, Jodie.
Alternatively, as a single-player title, players must control both Jodie
and Aiden, changing between them multiple times per area. Aiden is bound to Jodie, so players don’t
have to incessantly move him like they do the protagonists in Escape Plan or Thomas Was Alone, but Beyond still
has many elements of this new sub-genre.
For one, switching between two characters on-the-fly is the name of the
game. Secondly, players must utilize
both Jodie and Aiden very regularly to progress in the game, which evens out
player experience with each character.
The two depend on each other incessantly throughout the title and are
both controlled almost exclusively by the player, with the exception of not
having to maneuver Aiden every step of the way.
However, given Aiden’s partial locomotive control by AI and his
depiction as a supplement to Jodie’s character – she has a body, he doesn’t;
most people only interact with her, not him; and so on – the decision is left
to the player to decide whether or not Beyond
is definitely single-player co-op or if Aiden is more of a user tool like
the Lego titles.
Brothers: A
Tale of Two Sons is perhaps the purest example of single-player co-op. In Brothers,
players control two siblings on an adventure in a mythical land to obtain a
rare medicine in hopes of curing their dying father. They encounter trolls, giants, a Dantean
arachne (half-spider half-human) and more.
Ludologically, Brothers requires
that one player control both brothers simultaneously and at all times. To control both of them, players move each
brother with a thumbstick on the PlayStation 3’s Dualshock controller – the
older sibling with the left stick, the younger with the right. They interact with objects with a press of
the L2 or R2 trigger, respectively.
These simplistic controls allow players to successfully navigate the
game with two characters at once.
Together, the boys solve puzzles, evade monsters and journey to a tree
of life for their father’s cure. Early
in the game, in an underground mine of sorts, the two boys are separated by a
small chasm. A length of chain runs
along a track but is interrupted by mechanically-operated doors. The older boy must cling to the chain while
the younger runs to flip switches that correspond to each door, holding them
open so his brother can pass through safely.
The younger boy is stuck on his platform, so when the older boy reaches
safety at the end of the track, he drops from his chain and manually operates a
wooden crane to pick up his younger brother and reunite them at the base of the
crane. Co-op puzzles like this litter
the game and illustrate the kind of cooperation siblings show in times of
crisis. Gamers get a perfect idea for
how families must work together to solve a problem as they guide both brothers
with their hands. At one point in the
title, one brother is absent and the player only controls the other. This section is positively jarring, as gamers
have spent hours training their brains and hands to work in tandem and are now
left with one hand motionless while the other continues, highlighting the
feeling of incompletion one can feel in a relationship when alone.
Single-player co-op is an emerging sub-genre and
will either rise to prominence or fade away as developers continue to utilize
it – only time will tell. In the
meantime, audiences and developers can look at the history of clumsy AI
partners and on the other hand competent character-switching like Grand Theft Auto V or Beyond: Two Souls to guide them to the
future of single-player co-op.
Successful titles in this niche have included Escape Plan, Thomas Was Alone
and especially Brothers: A Tale of
Two Sons. If the play style
continues to be received as well as these recent titles, more groundbreaking
games like them will surely come to pass.
While maybe not as large a genre as first-person shooters or RPG’s,
single-player co-op is clearly finding a home.
Beyond:
Two Souls. Dev. Quantic Dream,
2013. PlayStation 3 Game Disc. Sony Computer Entertainment, 2013.
Bioshock
Infinite. Dev. Irrational
Games. 2013. PlayStation 3 Game Disc. 2K Games, 2013.
Brothers:
A Tale of Two Sons. Dev. Starbreeze
Studios, 2013. PlayStation 3 Digital
Download. 505 Studios, 2013.
Clarke, Scott. “The Evolution of Single Player Co-Op.” IGN Jan.
5, 2014. http://www.ign.com/articles/2014/01/05/the-evolution-of-single-player-co-op
Web. Feb. 1, 2014.
Escape
Plan. Dev. Fun Bits Interactive. 2012.
PlayStation Vita Digital Download.
Sony Computer Entertainment America, 2012.
Heavy
Rain. Dev. Quantic Dream. 2009.
PlayStation 3 Game Disc. Sony
Computer Entertainment, 2009.
Ico/Shadow
of the Colossus Collection. Dev. SCE
Studios Japan, Bluepoint Games. 2001,
2005, 2011. PlayStation 3 Game
Disc. Sony Computer Entertainment, 2011.
The
Last of Us. Dev. Naughty Dog. 2013.
PlayStation 3 Game Disc. Sony
Computer Entertainment, 2013.
Thomas Was Alone. Dev. Thomas Bithell and Bossa Studios, 2010,
2013. PlayStation Vita Digital Download,
2013.
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