Designing for Collaborative Play

Posted on Posted in 2016 Selected Workgroup Topics, 2016 Workgroup Topic Proposals

Games focused on collaborative play take many shapes and forms (think about the differences and similarities between LoL, WoW, DayZ, Keep Talking and Nobody Explodes, Spaceteam, etc). Competitive play has been analyzed thoroughly over the past decades and have a well established taxonomy that shapes a lot of our modern game design thinking (yomi, counterplay, etc). Can we define the various methods of creating meaningful collaborative play, and create a taxonomy for these design patterns?

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