2016-04-26

Cooperating With Your Enemies

So I was having a discussion on Facebook, which started about whether there are any cooperative boardgames that are best with, or specifically designed for, three players.  This quickly developed into a bit of a design brainstorm about a possible game that could fit that bill given that people were suggesting games that were good with three, but nobody seemed to find one that was best with that count.   Huge thanks to Tim Cox and Koen Hendrix for throwing around some really interesting ideas and making this into a really fun evening's diversion.

One of the participants suggested Dune as a setting, and this got me thinking about how to create a true cooperative game, with no traitor mechanic or anything like that, but based in a universe where everyone is trying all manner of underhand tricks, including, but not limited to, assassination and nukes.  Once we got that far, I had fallen down a rabbit hole and I found there were ideas bouncing around that wouldn't let go.
A dune. Not sure those guys have properly set up stillsuits.
Pic yoinked from pexels.com

I don't feel inclined to create a game that relies heavily on an IP, but I'll use Dune as an example for what I am thinking about right now...  (I'll confess here that it is a long time since I have read any of the Dune books -- and I did lose the will to live before getting through the entire series -- so my thoughts here are based mostly on incomplete memories of the first book and subsequent screen adaptations.)

So, regardless of player number (it would be nice to hit that magical three, but this discussion is on to something else now), there needs to be a common goal which, if achieved, means that everyone wins.  In Dune terms, let's say that there needs to be a spice harvest to bring in enough spice, and at that point no single house must be in control of Arrakis. We will basically assume that, for the overall good of everyone, a stand-off is what is most desirable, even if the noble members of the various houses don't actually see it that way.

There also needs to be ways to lose.  As a first pass, lets say that if any house gets all their influence completely removed from Arrakis, that sufficiently destabilises things to end the game, as does one house becoming sufficiently powerful.

So if everyone wants stability to be maintained, surely that is easy.  And isn't it unthematic to think that there is any possible universe where a Harkonnen won't stick a knife into an Atreides back given a reasonable opportunity?

Yes, true.  So we will force this.

My thinking at the moment is that each round, every player is forced to make at least one move that is nasty and obnoxious and would work against the interests of maintaining a balance.  You know, I invest in this city, harvest some spice, negotiate with the Guild, and assassinate one of your leaders; yeah, sorry, I didn't have much choice there.

How can we make that happen? Well, maybe the game is card driven and you need to play all the cards in your hand each round.  Each card has a nice, positive effect that nudges the game towards victory, and also something unpleasant that screws everyone in general but one player in particular; then you have to decide which of your cards (or maybe more than one) you play for its bad effect.  So there may be some effects that are absolutely essential to provide any chance of winning, but that means that you have to deploy the house atomics against the last player who looked at you funny.

Combine that with some external challenges that need to be overcome and we may have a game here.  I'm on it and will see if I can get a basic prototype playable soon -- though I probably won't be using the Dune setting.  I have an idea for an alternate setting, which then suggests a load of developments.  I'll start building that and will post about it really soon.

To be continued...

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