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How Overcooked’s Kitchens Force You to Communicate | Game Maker's Toolkit

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    This summer, I have been playing a lot of
    Overcooked.
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    This is a pair of games about working in a
    kitchen, and in each level you must fulfil
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    orders by grabbing ingredients, chopping them
    up, cooking them, and delivering them to the
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    restaurant.
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    Which would be pretty easy, if only the restaurant
    wasn’t on a swaying pirate ship, or being
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    split down the middle by an earthquake, or set
    on a hot air balloon… which, halfway through
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    the stage, crashes into a restaurant so you’re
    now having to make sushi as well as salad.
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    It’s crazy.
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    But, of course, the biggest challenge is simply
    getting two, three, or even four players to
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    work together.
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    Working as an organised team will require
    intense coordination and communication - unlike
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    pretty much any co-op game I’ve ever played
    before.
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    Because, playing games in co-op is always
    good fun.
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    From old school run ’n’ gun games like
    Contra and Metal Slug, to modern day shooters
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    like Gears of War and Halo, it’s a well
    established truism that any game is improved
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    with the addition of a friend.
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    But most of these games so rarely ask you
    to truly communicate with your partner.
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    This is often because the game is symmetrical
    - which means that the two players interact
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    with the game in pretty much the exact same
    way.
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    Take a game like Resident Evil 5, where there’s
    not a tremendous difference between playable
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    protagonists Chris and Sheva.
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    They both carry guns, can both beat up zombies,
    and can both carry the same gear.
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    And so because each character is equally capable,
    this can often lead to a situation where you
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    feel like you’re just off playing your own
    games - and only infrequently joining forces
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    to revive one another, or perform simple co-op
    actions like boosting one person over a ledge.
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    This is very different to the more recently
    released Resident Evil Revelations 2, where
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    co-op players control very different characters.
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    In the first episode, one person picks Claire
    Redfield who is a typical Resi protagonist
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    with access to all kinds of firearms.
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    The other player is stuck with Moira Burton,
    who is not able to use guns - but does carry
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    a torch which is used to light up enemies
    and temporarily stun them.
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    She can also finish off knocked down enemies
    with a crowbar.
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    With this set-up, the two players are forced
    to work much more closely together as neither
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    can really survive on their own.
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    Claire needs Moira’s torch, and Moira needs
    Claire’s firepower.
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    This massively increases the need for the
    two players to rely on one another, and creates
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    the sort of coordination and communication
    that’s lacking in many co-op games.
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    If Revelations 2 shows how giving players
    different abilities leads to close coordination,
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    then Keep Talking and Nobody Explodes proves
    that giving players different information
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    can also power teamwork.
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    In this game, one player looks at the screen
    and sees a ticking time bomb, covered in wires,
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    buttons, keypads, and other weird gizmos.
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    The other player has a printed manual of instructions
    for how to defuse the bomb.
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    So player one has to describe the bomb.
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    Player two has to then read out instructions
    for how to defuse it.
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    And player one has to listen closely, and
    follow those instructions.
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    Literally the only way to play together is
    to communicate.
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    And if you don’t…
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    Asymmetric co-op doesn’t just force communication,
    but it’s also a great way of allowing players
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    of different skill levels to play together.
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    This is something Nintendo has been doing
    a lot lately with games like Super Mario Galaxy
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    where one player controls Mario and basically
    just plays the game like usual - and another
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    can join in with a much easier role as a floating
    cursor, picking up star bits and stunning
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    enemies.
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    But while asymmetrical design can be great
    for co-op, it wouldn’t work for Overcooked
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    because the game needs to automatically scale
    depending on whether you’re playing in a
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    group of four, with a couple friends, with
    a pal, or even on your own.
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    Plus, this is a game that attracts people
    of very different skill levels, so you need
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    to be able to divvy up roles on a level by
    level basis - to make sure those who aren’t
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    super familiar with games don’t have to
    perform tricky movements like dodging fireballs
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    or navigating slippery platforms.
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    So in this game, all chefs have the exact
    same abilities, and the exact same information.
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    And each player is perfectly capable of preparing
    and delivering a meal completely on their
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    own - with the only communication being “I’ll
    make the burger, you do the pizza”.
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    But that’s not how Overcooked ends up being
    played.
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    Why?
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    Well, in this case, it’s because of the
    level design.
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    From the very first stage of Overcooked 1,
    we can see that the design of the kitchen,
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    with this long island in the middle, makes
    it very tedious to get from the onions to
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    the chopping station to the pot to the conveyer
    belt.
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    But with two players working together - passing
    onions across the table in the centre - the
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    process is much, much faster.
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    Pretty much every stage is built like this,
    and later exasperated by things like paths
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    too narrow for more than one chef, and levels
    split into two by moving vehicles.
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    And going faster is important, because the
    scoring system is all based on time.
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    Meals need to be cooked quickly, or customers
    will leave and you’ll incur a penalty.
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    You’ll get big tips for delivering items
    more rapidly.
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    And your final score is based on how many
    meals you delivered during the level’s tight
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    time period.
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    So, the level design and the needs of the
    scoring system quite quickly splits players
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    into distinct, and asymmetric roles - in this
    kitchen, for example, one player might focus
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    on chopping vegetables and preparing meat
    patties, while the other cooks the burgers,
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    prepares them, and delivers them to the restaurant.
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    And this creates loads of communication at
    the start of the stage, where players decide
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    who will do what, and puzzle out - together
    - the most efficient way to cook the required
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    meals.
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    After this, however, Overcooked could have
    suffered the main drawback of asymmetrical
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    co-op: that you can fall into a predictable
    pattern.
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    You have your role, and you stick to it, and
    in some games you don’t even need to communicate
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    that much any more because you’re so used
    to a familiar set-up.
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    But that’s not what happens in Overcooked.
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    Because no matter how well choreographed
    your kitchen is at the start of the level,
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    it will have turned into a manic
    catastrophe by the end of the stage.
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    Why does this always happen?
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    Well, it’s because there are loads of clever
    bits of design that disrupt these comfortable
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    patterns, and force you to keep switching
    roles.
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    So one is the wait timers on food that’s
    cooking.
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    A burger takes a few seconds to fry, so it’s
    a waste of time to stand around and wait - encouraging
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    players to wander off, see if they can help
    elsewhere in the kitchen, and generally become
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    a huge nuisance.
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    Wait too long and your burger will start to
    burn - causing other players to have to disrupt
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    their task to come sort out your mess.
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    Then there’s washing up.
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    Which literally everyone hates, but I think
    it might also be the absolute key to the success
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    of Overcooked.
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    Because no one is the dedicated plate washer;
    it doesn’t have the nice, predictable rhythm
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    of the other tasks; it only becomes a thing
    later in the level; and no one wants to do it.
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    Meaning that every time you run out of clean
    plates, the flow is disrupted, meals starts
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    burning, and those comfortable roles get completely
    shaken up.
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    And, of course, there’s the most obvious
    thing: disruptions in the levels themselves.
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    Moving chopping stations, ingredients on conveyer
    belts, shifting kitchens, and nuisance rats
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    break up patterns and destroy your best laid
    plans, forcing you to constantly talk through
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    new set-ups.
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    So Overcooked gets to be an asymmetrical game,
    without asymmetry, because it uses things
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    in the level design - like weird kitchen layouts,
    dirty plates, random fires, and burning burger
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    patties - to force players to work together,
    and then constantly change their roles throughout
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    the stage, leading to lots of great communication.
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    In the best Overcooked kitchens, you’ll
    never stop talking to each other.
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    And, if you ask me, that means it’s a hugely
    successful co-op game.
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    Hey, thanks for watching, and cheers to my Patrons
    for their support, and a special thank you
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    to my girlfriend for helping me get the Overcooked
    footage in this video.
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    There’s more to cooperative gaming that
    we can talk about in the future, like making
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    choices together, encouraging good behaviour,
    solving puzzles, or adding a spicy competitive
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    element.
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    So watch this space - GMTK has historically
    been very single-player focused but I’d
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    love to do more multiplayer stuff going forward.
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    You can support me and all that I do over
    on Patreon.
Title:
How Overcooked’s Kitchens Force You to Communicate | Game Maker's Toolkit
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Video Language:
English
Duration:
08:16

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