WEBVTT 00:00:00.300 --> 00:00:04.210 This summer, I have been playing a lot of Overcooked. 00:00:04.210 --> 00:00:08.600 This is a pair of games about working in a kitchen, and in each level you must fulfil 00:00:08.600 --> 00:00:13.160 orders by grabbing ingredients, chopping them up, cooking them, and delivering them to the 00:00:13.160 --> 00:00:14.260 restaurant. 00:00:14.260 --> 00:00:18.810 Which would be pretty easy, if only the restaurant wasn’t on a swaying pirate ship, or being 00:00:18.810 --> 00:00:23.869 split down the middle by an earthquake, or set on a hot air balloon… which, halfway through 00:00:23.869 --> 00:00:28.880 the stage, crashes into a restaurant so you’re now having to make sushi as well as salad. 00:00:28.880 --> 00:00:29.880 It’s crazy. 00:00:29.880 --> 00:00:36.430 But, of course, the biggest challenge is simply getting two, three, or even four players to 00:00:36.430 --> 00:00:38.030 work together. 00:00:38.030 --> 00:00:42.640 Working as an organised team will require intense coordination and communication - unlike 00:00:42.640 --> 00:00:45.720 pretty much any co-op game I’ve ever played before. 00:00:45.720 --> 00:00:48.829 Because, playing games in co-op is always good fun. 00:00:48.829 --> 00:00:53.089 From old school run ’n’ gun games like Contra and Metal Slug, to modern day shooters 00:00:53.089 --> 00:00:57.809 like Gears of War and Halo, it’s a well established truism that any game is improved 00:00:57.809 --> 00:00:59.210 with the addition of a friend. 00:00:59.210 --> 00:01:04.690 But most of these games so rarely ask you to truly communicate with your partner. 00:01:04.690 --> 00:01:08.650 This is often because the game is symmetrical - which means that the two players interact 00:01:08.650 --> 00:01:11.370 with the game in pretty much the exact same way. 00:01:11.370 --> 00:01:15.590 Take a game like Resident Evil 5, where there’s not a tremendous difference between playable 00:01:15.590 --> 00:01:18.500 protagonists Chris and Sheva. 00:01:18.500 --> 00:01:23.290 They both carry guns, can both beat up zombies, and can both carry the same gear. 00:01:23.290 --> 00:01:27.630 And so because each character is equally capable, this can often lead to a situation where you 00:01:27.630 --> 00:01:31.500 feel like you’re just off playing your own games - and only infrequently joining forces 00:01:31.500 --> 00:01:37.540 to revive one another, or perform simple co-op actions like boosting one person over a ledge. 00:01:37.540 --> 00:01:42.490 This is very different to the more recently released Resident Evil Revelations 2, where 00:01:42.490 --> 00:01:45.390 co-op players control very different characters. 00:01:45.390 --> 00:01:50.340 In the first episode, one person picks Claire Redfield who is a typical Resi protagonist 00:01:50.340 --> 00:01:52.420 with access to all kinds of firearms. 00:01:52.420 --> 00:01:57.090 The other player is stuck with Moira Burton, who is not able to use guns - but does carry 00:01:57.090 --> 00:02:00.930 a torch which is used to light up enemies and temporarily stun them. 00:02:00.930 --> 00:02:05.070 She can also finish off knocked down enemies with a crowbar. 00:02:05.070 --> 00:02:10.000 With this set-up, the two players are forced to work much more closely together as neither 00:02:10.000 --> 00:02:11.950 can really survive on their own. 00:02:11.950 --> 00:02:16.140 Claire needs Moira’s torch, and Moira needs Claire’s firepower. 00:02:16.140 --> 00:02:20.640 This massively increases the need for the two players to rely on one another, and creates 00:02:20.640 --> 00:02:26.340 the sort of coordination and communication that’s lacking in many co-op games. 00:02:26.340 --> 00:02:31.250 If Revelations 2 shows how giving players different abilities leads to close coordination, 00:02:31.250 --> 00:02:35.720 then Keep Talking and Nobody Explodes proves that giving players different information 00:02:35.720 --> 00:02:37.820 can also power teamwork. 00:02:37.820 --> 00:02:42.740 In this game, one player looks at the screen and sees a ticking time bomb, covered in wires, 00:02:42.740 --> 00:02:45.760 buttons, keypads, and other weird gizmos. 00:02:45.760 --> 00:02:50.220 The other player has a printed manual of instructions for how to defuse the bomb. 00:02:50.220 --> 00:02:52.750 So player one has to describe the bomb. 00:02:52.750 --> 00:02:56.490 Player two has to then read out instructions for how to defuse it. 00:02:56.490 --> 00:03:00.590 And player one has to listen closely, and follow those instructions. 00:03:00.590 --> 00:03:03.730 Literally the only way to play together is to communicate. 00:03:03.730 --> 00:03:07.700 And if you don’t… 00:03:07.700 --> 00:03:12.480 Asymmetric co-op doesn’t just force communication, but it’s also a great way of allowing players 00:03:12.490 --> 00:03:14.870 of different skill levels to play together. 00:03:14.870 --> 00:03:18.990 This is something Nintendo has been doing a lot lately with games like Super Mario Galaxy 00:03:18.990 --> 00:03:23.620 where one player controls Mario and basically just plays the game like usual - and another 00:03:23.620 --> 00:03:28.599 can join in with a much easier role as a floating cursor, picking up star bits and stunning 00:03:28.599 --> 00:03:30.440 enemies. 00:03:30.440 --> 00:03:35.650 But while asymmetrical design can be great for co-op, it wouldn’t work for Overcooked 00:03:35.650 --> 00:03:39.410 because the game needs to automatically scale depending on whether you’re playing in a 00:03:39.410 --> 00:03:44.819 group of four, with a couple friends, with a pal, or even on your own. 00:03:44.819 --> 00:03:48.569 Plus, this is a game that attracts people of very different skill levels, so you need 00:03:48.569 --> 00:03:53.200 to be able to divvy up roles on a level by level basis - to make sure those who aren’t 00:03:53.200 --> 00:03:57.250 super familiar with games don’t have to perform tricky movements like dodging fireballs 00:03:57.250 --> 00:03:59.670 or navigating slippery platforms. 00:03:59.670 --> 00:04:05.099 So in this game, all chefs have the exact same abilities, and the exact same information. 00:04:05.099 --> 00:04:09.660 And each player is perfectly capable of preparing and delivering a meal completely on their 00:04:09.660 --> 00:04:14.209 own - with the only communication being “I’ll make the burger, you do the pizza”. 00:04:14.209 --> 00:04:18.169 But that’s not how Overcooked ends up being played. 00:04:18.169 --> 00:04:19.169 Why? 00:04:19.169 --> 00:04:23.050 Well, in this case, it’s because of the level design. 00:04:23.050 --> 00:04:27.509 From the very first stage of Overcooked 1, we can see that the design of the kitchen, 00:04:27.509 --> 00:04:31.970 with this long island in the middle, makes it very tedious to get from the onions to 00:04:31.970 --> 00:04:35.569 the chopping station to the pot to the conveyer belt. 00:04:35.569 --> 00:04:40.240 But with two players working together - passing onions across the table in the centre - the 00:04:40.240 --> 00:04:42.930 process is much, much faster. 00:04:42.930 --> 00:04:47.060 Pretty much every stage is built like this, and later exasperated by things like paths 00:04:47.060 --> 00:04:51.900 too narrow for more than one chef, and levels split into two by moving vehicles. 00:04:51.900 --> 00:04:57.050 And going faster is important, because the scoring system is all based on time. 00:04:57.050 --> 00:05:00.699 Meals need to be cooked quickly, or customers will leave and you’ll incur a penalty. 00:05:00.699 --> 00:05:04.039 You’ll get big tips for delivering items more rapidly. 00:05:04.039 --> 00:05:08.050 And your final score is based on how many meals you delivered during the level’s tight 00:05:08.050 --> 00:05:09.050 time period. 00:05:09.050 --> 00:05:13.789 So, the level design and the needs of the scoring system quite quickly splits players 00:05:13.789 --> 00:05:19.939 into distinct, and asymmetric roles - in this kitchen, for example, one player might focus 00:05:19.939 --> 00:05:24.110 on chopping vegetables and preparing meat patties, while the other cooks the burgers, 00:05:24.110 --> 00:05:25.930 prepares them, and delivers them to the restaurant. 00:05:25.930 --> 00:05:30.870 And this creates loads of communication at the start of the stage, where players decide 00:05:30.870 --> 00:05:35.759 who will do what, and puzzle out - together - the most efficient way to cook the required 00:05:35.759 --> 00:05:36.759 meals. 00:05:36.759 --> 00:05:40.900 After this, however, Overcooked could have suffered the main drawback of asymmetrical 00:05:40.900 --> 00:05:44.189 co-op: that you can fall into a predictable pattern. 00:05:44.189 --> 00:05:48.430 You have your role, and you stick to it, and in some games you don’t even need to communicate 00:05:48.430 --> 00:05:51.439 that much any more because you’re so used to a familiar set-up. 00:05:51.439 --> 00:05:54.120 But that’s not what happens in Overcooked. 00:05:54.120 --> 00:05:57.240 Because no matter how well choreographed your kitchen is at the start of the level, 00:05:57.240 --> 00:06:01.539 it will have turned into a manic catastrophe by the end of the stage. 00:06:01.539 --> 00:06:03.639 Why does this always happen? 00:06:03.639 --> 00:06:08.349 Well, it’s because there are loads of clever bits of design that disrupt these comfortable 00:06:08.349 --> 00:06:11.310 patterns, and force you to keep switching roles. 00:06:11.310 --> 00:06:14.430 So one is the wait timers on food that’s cooking. 00:06:14.430 --> 00:06:19.229 A burger takes a few seconds to fry, so it’s a waste of time to stand around and wait - encouraging 00:06:19.229 --> 00:06:23.860 players to wander off, see if they can help elsewhere in the kitchen, and generally become 00:06:23.860 --> 00:06:25.639 a huge nuisance. 00:06:25.639 --> 00:06:30.089 Wait too long and your burger will start to burn - causing other players to have to disrupt 00:06:30.089 --> 00:06:33.240 their task to come sort out your mess. 00:06:33.240 --> 00:06:34.800 Then there’s washing up. 00:06:34.800 --> 00:06:38.860 Which literally everyone hates, but I think it might also be the absolute key to the success 00:06:38.860 --> 00:06:40.960 of Overcooked. 00:06:40.960 --> 00:06:46.439 Because no one is the dedicated plate washer; it doesn’t have the nice, predictable rhythm 00:06:46.440 --> 00:06:52.120 of the other tasks; it only becomes a thing later in the level; and no one wants to do it. 00:06:52.120 --> 00:06:57.020 Meaning that every time you run out of clean plates, the flow is disrupted, meals starts 00:06:57.020 --> 00:07:00.430 burning, and those comfortable roles get completely shaken up. 00:07:00.430 --> 00:07:05.630 And, of course, there’s the most obvious thing: disruptions in the levels themselves. 00:07:05.630 --> 00:07:10.689 Moving chopping stations, ingredients on conveyer belts, shifting kitchens, and nuisance rats 00:07:10.689 --> 00:07:15.569 break up patterns and destroy your best laid plans, forcing you to constantly talk through 00:07:15.569 --> 00:07:17.189 new set-ups. 00:07:17.189 --> 00:07:22.189 So Overcooked gets to be an asymmetrical game, without asymmetry, because it uses things 00:07:22.189 --> 00:07:27.569 in the level design - like weird kitchen layouts, dirty plates, random fires, and burning burger 00:07:27.569 --> 00:07:31.990 patties - to force players to work together, and then constantly change their roles throughout 00:07:31.990 --> 00:07:35.180 the stage, leading to lots of great communication. 00:07:35.180 --> 00:07:38.770 In the best Overcooked kitchens, you’ll never stop talking to each other. 00:07:38.770 --> 00:07:44.000 And, if you ask me, that means it’s a hugely successful co-op game. 00:07:45.740 --> 00:07:50.800 Hey, thanks for watching, and cheers to my Patrons for their support, and a special thank you 00:07:50.800 --> 00:07:55.059 to my girlfriend for helping me get the Overcooked footage in this video. 00:07:55.059 --> 00:07:58.639 There’s more to cooperative gaming that we can talk about in the future, like making 00:07:58.639 --> 00:08:03.219 choices together, encouraging good behaviour, solving puzzles, or adding a spicy competitive 00:08:03.219 --> 00:08:04.219 element. 00:08:04.219 --> 00:08:08.889 So watch this space - GMTK has historically been very single-player focused but I’d 00:08:08.889 --> 00:08:11.639 love to do more multiplayer stuff going forward. 00:08:11.639 --> 00:08:14.770 You can support me and all that I do over on Patreon.