The most fun I’ve ever had in playing a semi-cooperative game was playing Legend of Zelda: Four Swords with three friends. You all have to work together to beat levels, but players get “medals of courage” for collecting the most “force gems.” But the way the game was structured, beating the level was (A) presented as the primary objective, and (B) at least moderately challenging. This led it to feel like a win for the team when we beat the level, and prevented too much sabotaging other players for force gems since that could put the team in danger of losing. But trying to see how much jockeying for medals one could get away with while still beating the level was very fun.
I also played that back in the day, and yes that was possibly the most fun I’ve ever had in a game.
I think something about the fact that it was ostensibly primarily a cooperative goal made it much funnier when a person instead hurled their friend into a pit and pursued rupees.
I notice that it’s a self-balancing difficulty, players will always push the team as close to the brink of failure as they think they can get away with.
The most fun I’ve ever had in playing a semi-cooperative game was playing Legend of Zelda: Four Swords with three friends. You all have to work together to beat levels, but players get “medals of courage” for collecting the most “force gems.” But the way the game was structured, beating the level was (A) presented as the primary objective, and (B) at least moderately challenging. This led it to feel like a win for the team when we beat the level, and prevented too much sabotaging other players for force gems since that could put the team in danger of losing. But trying to see how much jockeying for medals one could get away with while still beating the level was very fun.
I also played that back in the day, and yes that was possibly the most fun I’ve ever had in a game.
I think something about the fact that it was ostensibly primarily a cooperative goal made it much funnier when a person instead hurled their friend into a pit and pursued rupees.
I notice that it’s a self-balancing difficulty, players will always push the team as close to the brink of failure as they think they can get away with.